There is a workaround, albeit a clunky one. You can deprioritize (should really say "disable") jobs to kick your organics out, then re-prioritize them to fill them with robots. I think it will even prefer to fill mining/farming jobs with robots, which should save having to do this multiple times if your organics aren't all clerkified right away.
Really, when the game needs is an easy way to re-evaluate job suitability (at least within a given strata) and do that swap with a single click (or automatically).
There should be an option to drag a pop from one job to the next instead of clicking the priority button 8 times, and then watching as the AI puts them back onto the wrong jobs anyways. This whole scenario of pops taking terrible priority jobs was literally my major fear when we were told that we wouldn't be able to manually select which EXACT pop does which EXACT job (and the only problem I had with the changes that were going into 2.2 in general). Pop growth and economic issues aside, at
least in gestalts, (and possibly more authoritarian organics too), as a single consciousness managing everything down to the smallest detail, you should be able
to manage everything down to the smallest detail. Let me move pops myself, so when the AI is the AI I can take all my miner pops off the farms and shove them onto mines, so that when I
want my robots to be soldiers, I can put them on a fort, instead of them going to mine. Robots can be much more viable if the player can (forgive me)
assume direct control.
Though growth needs to be re-balanced for them regardless.