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The question, I suppose, is what does building level mean to you. Given the original game mechanic, the intent of the original author was to use it to reflect the socioeconomic strata seen in the real world, ranging from packed tenements to (lower-density) luxury condominiums. This is an approach I've continued, and the real-world data sources used to generate the current settings confirm the disparities in action. The basic mechanic works well, I think, given the typical game upgrade cycle involving different buildings at different levels, with appropriately chosen building models.
In your case, though, you want to remove the size aspect from levelling up - essentially, you want control to plop a building and always have it remain with the same number of households regardless of wealth levels. And that's fair enough, there are plenty of examples where that happens in the world, where such things are regulated (e.g. heritage restrictions or sepcific covenants; although usually even in such cases we'd generally lose two or three flats from each floor to e.g. put in lift shafts and modern fire escapes, of course in a manner as sympathetic as possible to the heritage).
Given that, then I take it you'd like a mechanism to disable the area changes on historic buildings? Locking the calculations to the buildng prefab's base level, instead of the current building level?
It would indeed be nice if this mechanism could be deactivated for historic buildings, or at least if there were the posibility to do so. For me it is sufficient though that I can modify the calculation pack.
You've got a clear, and reasonable, expecation, and your experience didn't match that, and you've got a resonable use-case. I'm going to see what I can do.