If I've understood you right, IMO, the only jobs that would make sense for this kind of pop-killing are criminal and
maybe mining jobs.
Sure, forges are dirty places too (even modern day ones) but to achieve pop-levels of deaths ... you'd have to be fuelling the forges with the pops lol.
Crime impacting growth (either -growth, or kill_pop events) would be a very easy way to make the mechanic go from "a joke" to "Deploy Judge Dredd, Now!" (which is probably a good way to justify the AI building police stations on every moon).
Other than that, maybe each industrial district and mining district should reduce pop growth directly, call it "pollution" or "strife" or whatever you like really. (and on thrall worlds they ADD pop growth - see: pre-industrial family size lol).
There is one other issue, I'm not totally sure of the answer to: I
do not think a pop from the same species can grow and decline at the same time...
normally.
- If a human pop is growing, it's because there is X base growth + any extra growth specific to their species + a weight (if mult pops in empire) which has made the game pick them as the next pop to grow.
- If you have positive species X growth, it shouldn't be able to pick that species to decline too. And vice versa.
- So killing these pops off would either have to be handled via events/scripts directly OR
- You need an event/script that will flag pops with "is_polluted [etc]" and tell the game, in addition to whatever you already look at for declining pops, discrete pops with this flag must always decline, too.
Without doing something like this, you'll likely screw up the pop-selection algorithm and get weird results with how species are selected for growth.