Well but only because its true.
Lets go backwards here:
Winter & Forge Bowl both either cut down the FP or the Goods Massively
Tarot Card Caravan (with attackboost) had 35 Previous - 17,5 Current goods = 0.875 Goods + 1% Attack per tile
Sunflower Oil Press (with no Attack/defenseboost) had 34 Goods = 1,4 Goods/Tile
Privateer's Boatshouse (With Defense boost) had 20 Goods = 1,1 Goods + ~1% defense for attackers per tile
Fellowship & Wildlife didn't have any goods at all but massive army boosts
Celtc Farmstead (with Attackboost) had 25 Goods = 0.8 Goods+ 0,6 attack per tile
Fiore Village (with defense boost) hab 33 Goods = 1,375 Goods + 1,16 defense for attackers per tile
Now compare that to older eventbuildings that dont have army boost at all:
Moose Mountain 1,3 Goods + 1,7% suppliy boost per tile
Golden Fields 1,25 Goods + 1,7% supply boost per tile
Terracotta Vineyard 1,2 Goods + 1,7% supply boost per tile
Suishun Mill 1,25 Goods + 1,65% supply boost per tile
As you see, standalone buildings with attack boost never make it above 1.0/tile, buildings with defense for attacking army sometimes do, while buildings without any army boost always get above 1.0, mostly paired with supply boost instead - I'd bet you they could be well above 1.5 if they'd also cut down the supply boosts given.
So, Attackboost% (Or any % Boost given) DOES cut down the other boosts - which sucks, as long as I am forced to take a percentage boost I neither need nor want in Order to get another boost I DO need cut down. Which was the reason for me to neither build the great Elephant (which even got announced to have a 'traders variant' that I'm still searching for) nor the Tarot Card Caravan, and will also be the reason for me to neiter build the Chocolatery nor the Pergola, because they would force me more boosts I dont want while cutting down the boosts i would need for my Playstyle.
35 previous is not = 17.5 current... I'd have a hard time making 1:2 trades down 1 age indefinitely (you may be able to clear a few, but not so many to negotiate as much as current age production allows). I often leave some goods building in previous age just to cover ongoing needs - tarot caravan does the same in current age.
Sunflower Oil Press had +3 units which would've been worth some boost if replaced.
Winter and Forge Bowl could be viewed as emphasizing one side or the other instead of cutting it down (it does for instance offer more FP than other 4x6s in its FP variant - the goods, well they hate giving good goods production
seem to overvalue it relative to FP)
As for what you'll not build, if your city is fully developed, we all experience that - whether we want attack boosts or not - new buildings aren't always winners compared to old buildings. And not every event will have an "old favorite" that you want another one of. For my most developed attack cities I think there's now 3 events a year I really care about - Wildlife, Fall, and Winter (from just this year's addition). You see buildings everywhere with attack boost and blame it for taking away potential goods. I see buildings with lackluster efficiency of those boosts that are mostly good for starting up a new city.
If you have open space not being used on event buildings though you're silly for not building something just because it's not perfectly what you want. i.e. an attacker doesn't build "only the best" attack boost at the start - that'd slow their development - they build *any* attack boost AND *any* FP production until their city's full and then they start getting picky - just like you. An Abandoned Asylum is just as much filler for an attacker as it is filler for you these days. But it is 25 goods a day that also makes 11 FP and worth building for a trader until they have space for something better.
Edit: incidentally my list of spammable building efficiencies if zeroing out all military bonuses:
1) Statue of Honor - resting on T-Goods, if you felt that should be zeroed out too
2) Jade Statue - it'd be kinda nice to have an "ideal" building be one of the settlement repeatables; but for an attacker they're at best filler.
3) Art Exhibition (so any event where you can make antique dealer currency could be considered a + so you can dominate the auctions when it comes up - i hear stage of ages sell *really* well and are in most every event these days)
4) Moose Reserve (and Eagle Reserve tops the list including military)
5) Elephant's Royalty - resting on T-Goods, if you felt that should be zeroed out too
6) Butterfly Double-Set (and this particular layout wasn't optimized for FP/goods so maybe it could be better)
7) Fiore Village (it's an overvalue building in general because they added FP late, on live, without removing anything, and resting on T-Goods to some extent)
8) Suishun Mill
9) Tarot Card Caravan (has attack boost) (though with your ill-treatment of previous era goods, you apparently consider it lower)
10) Terracotta Vineyard
11) Crow's Nest
12) Athlon Abbey
13) Fall Fields, FP/goods-edition (Sunflower-Triplet-Wheat-Triplet-Sunflower with roads 12 apart; Each triplet is a mix of 2 and 1 begonia bench/autumn scarecrow can be either 30 goods + 5 FP or 15 goods + 10 FP)
14) Druid Temple (has defense boost)
15) Minaret
16) Sunflower Press (has military units)
17) Great Wheel (has attack boost)
18) Golden Crops
19) Hippodrome Carceres (has defense boost)
20) Gentiana Windmill
21) Buccaneer's Boathouse (has attack boost)
22) Leukoi Track w/ BG support (Venetoi not far behind)
I only went that far down because I wanted to hit the first chain w/BG buildings which really only shine if you're going completely 1-dimensional (not FP and goods but FP or goods). The only event I notice missing in that list *is* winter event - but winter event has had some stinkers of a prize most years so it's a little behind in competitive grand prize offerings (Canal was finally something so-so; Chocolate factory is finally something good).