Full mot, max GBs, best non diamond cultural(parks) assumed at 75% polish rate.
Park is 30 tiles for 2850 happiness, 95 per tile, 166.25 per tile on 75% polished assumed
Vics vs highrises:
Vics is 6 tiles 1.2 roads per vic(42 bonus happiness), 474 pop*1.4=664 culture needed, (664-42)/166=3.75, total 10.95 tiles, 2420 coins per 10.95 makes 221 per tile(1635 with mot, enth and max GBs)
Highrises 9 tiles plus 3 for road(no happiness), 1087 pop 5750 coins, 1087*1.4=1522 culture needed, that's 1522/166=9.2 tiles, total 21.2 tiles, 271 per tile(2007 with all bonuses)
Oucome: obv highrises are much better(only output wise 23% already+save P/M+give more efficent pop etc), but I'm mostly just showing these numbers cause they are needed in supply calcs.
Lamps vs Garages:
Garages is 4x4 with full 4 road needed for side, needs 338 pop and makes 1450 per hour. In effect it needs 338/1087=31% of highrise to work. Assuming 24h motivate collect in that system it makes for a collect of 1450*5(24h)*9.9(max bonuses)= 71775 supplies + 0.31*5750*7.4= 13190 coins, total of 84965 resource. Total space it takes is 16+4+0.31*21.2=26.57, effective collect is then 84965/26.57=3198 per tile
Lamps are 6x3, assume 1.7 roads per lamp(1.7=59.5 happiness). That extra road happiness we redirect towards highrise to make it smaller, highrise then becomes 9+3+(1522-59.5)/166=20.8 tiles. Lamps take 570 pop, that is 52.4% of a highrise. So system of Lamp would be 18+1.7+20.8*0.524=30.6 tiles. Lamp produces 1510 supplies per hour that makes 74745 supplies with GBs+mot on 24h run. 52.4% of highrise would add 22296 coins. That makes system total production 97041 for 30.6 tiles, 3171 per tile.
Outcome: Really doesn't matter much which one you build, but seeing how garage and 2x2 roads are a proper hassle design wise, they should imo improve it b4 en release, cause right now it's just so so much easyer going with lamps.
Ranches..I will leave smth for others to figure out as well.
edit: oops small mistake in regards to parks total output, it changes nothing in calcs tho since i had the correct per tile output, fixed it now.