I completely disagree? The transition of deathrate & birthrate to some function that effectively moderates the population capacity of the planet is completely unintuitive. To produce an example hilarious scenario:
Computer: Dear Player, the growth rate of the Skylaxian in 10%, the deathrate after you gave them chocolate is now 100%.
Player: Oh no, I've wiped them out. Curse my meddling!
Computer: Relax. The planetary capacity is 10 billion, so this situation will simply mean that they will stabilize at 2 billion population.
Player: Er, wait, they will survive? Enough though 100% of them die per month? Okay, fine.
Computer: Dear Player, the Skylaxian Chocolate trade has skyrocketed. Their deathrate is now 200%.
Player: It did? Grea... Er, Oh no, I've wiped them out. Curse my medding!
Computer: Relax. The planetary capacity is still 10 billion and their growth rate is 10%. This situation will stabalize at 1 billion population.
Player: Eh? So 200% of them die in a month, but 1 billion of them survive... This game is buggy.
I would say that, if you want to change the population equilibrium, then adjust the population capacity (and minimum) of the planet. Don't make birthrates and deathrates have some artificial meaning.
Instead what I would say is that you should report the instantaneous growth and death rates to the player, or alternately report the growth rate and the effective carrying capacity. The problem here is the choice the model should be expressed as a growth and death rate, when those concepts are not as meaningful in the logistic model as they are in the linear model.
So for the hybrid model for example, you could report:
Reported growth rate = inherentGrowthRate * ( 1 - P/capacity )
Reported death rate = inherentDeathRate
Now, instead of saying 'the growth rate is 100% but the population isn't growing' you're telling the player 'the growth rate decreases when you approach the planetary capacity'. All of the reasoning they could apply instantaneously with those numbers would still be true (doubling growth rate, doubling death rate, etc) - but as the situation changes (e.g. the population drops lower or increases higher) then the growth rate also changes.
Alternately, if you wanted to report population capacity and timescale as the salient points, its much easier. I'll use the logistic model here because the math for it is trivial, but you could do it with hybrid as well.
dP/dt = g*P - d* P*P/land
Lets rewrite this:
dP/dt = g*(P - (d/(g*land)) * P * P)
So this equation has an intrinsic timescale which is 1/g - this is the 'doubling time' in the linear regime, but more generally this is roughly how long it takes to progress 30% towards the population cap (either up or down) from the current population.
So report a population timescale = 1/g
Next, you have the planet's carrying capacity, which is P=g*land/d. This is the (nonzero) value for P where dP/dt = 0
So report 'the planet's maximum sustainable population' which is g*land/d
Then you can have a tooltip explaining things like doubling the growth rate doubles the carrying capacity, or doubling the death rate halves the carrying capacity. Or you just never refer to 'growth rate' and 'death rate' in the game at all and express everything as carrying capacity.