Okay, I've had a look at a bunch of stuff. Right now, the update definitely doesn't hit intended purpose imho.
1. spiritualists are worse for unity now.
Ruler jobs => base 6 unity.
High priests => base 7 unity.
Solution : play VD, spam habitats.
2. case in point, trade > spiritualists.
Merchant => 15 TV => 3.5 unity.
Priest => 5 unity (with exhalted)
Merchants also pay for themselves and other resources. Late game merchants can easily reach 9 unity equivalent. Priests never can. They scale better. Using complete bonus spreadsheets before, estimated numbers.
Merchants : 9 unity.
Priests : 6-8 unity.
3. A lot of unity jobs were heavily nerfed, including niche ones already considered weak.
Noble => 5 stab => 2 stab.
Duelist => 12 amenities, 3 unity => 10 amenities, 2 unity.
Enforcers => 1 unity => 0 unity (unless police state)
Death priests => 7 unity (with exalted) => 3 unity.
Chronicles => 4 unity => 2 unity.
The first three were already extremely niche and widely considered just flavor/weak. There's no point to nerf these jobs further. The latter two have their niche entirely demolished which is bad considering they're civics.
Ways to gain unity consistently : lowered.
Ways to spend unity : increased.
PART 2 : TECH VS UNITY.
1. Planet specialization costs are definitely overrated. When the average bonuses for energy are 100%+ (150%+ with subsidies) with infinity if you get repeatables. Means an extra 25% from upgrading capital or 62.5% from specialized upgrade... that's negligible considering the huge cost in unity and unity jobs, which are not tech-equivalent in the slightest.
2. Exponential scaling can cause unity costs to rise to ludicrous levels for planets quickly. Tech scales linearly, and modestly. There's no reason not to invest in tech bonuses over unity unless you want very specific bonuses like trade bonuses.
3. Sprawl bonuses for tech are lighter than traditions, edicts. Meaning unity devalues rapidly for jobs that already struggle to stay relevant.
4. Ruler jobs being so potent lowers the amount of unity investment required from tech empires even further.
PART 3 : Final notes.
The proposed ideas are good. The numbers/formulas are just too punishing. Trade is likely in a good spot, it's just that unity jobs have been hit too hard in comparison, when trade hasn't. Perhaps either run exponential scaling for tech as well, or get rid of the exponential scaling for some of the unity venues. If there's any scaling like for sprawl, it should affect all affected parties equally. Please balance the base costs instead.
Oh, also this probably shouldn't be a thing.