There is a simple solution: New buildings have their job slots closed by default.
I can't believe there are people against this. Why invest upgrade when I don't want to fill it now? Silly! What, do you guys actually wait until there are 3 unemployed pop to upgrade your research lab? Stupid! As it is right now, I have to keep tabs on when a building will be completed and temporarily disable jobs from the specialist strata until that building gets completed, the unemployed specialist fills the new job, THEN i disable some of that new jobs and put the rest of the specialist back in their old building. Otherwise, the game randomly pulls my workers to fill in those specialist job.
Here's an example: I have 2 Colonists specialist, 1 Clerk, and 2 Technicians in a colony, and I am building a Holo Theater. When that building is done, if I just leave it then 2 workers will be pulled up leaving me with just 1 technician, while the setup I want is 2 Colonist, 1 Entertainer, and 2 Technicians. The new building will suck 2 jobs to specialist strata immediately upon completion and I can't put the specialist back down to Technician without it sitting useless for a long time. So what do I need to do? I have to disable 1 Clerk and 1 Colonist job so there are 2 unemployed pop that the new building will prioritize sucking in, so after I have 2 Entertainer, I can then safely disable 1 slot of that job without ruining the worker job set up. But unemployed pop are useless pop so I need to do this as close to the building completion as possible, and when there are multiple colonies or lots of other stuffs to do, I will occasionally forget to check and then missed my chance.
If the new job slots are closed by default, then I can use the "building complete" notice to then manually adjust my new job set up making that notice actually useful instead of a noisy useless pop up.