I believe the worst part of this system is how it creates a situation where an educated specialist is easier to train and thus less valuable for your economy than a non-educated worker.
This is counter-intuitive, breaks immersion and is also poor gameplay due to there being a conflict between specialist jobs having higher priority while being easier to find pops to do them, so specialist jobs can break your economy unless you micro a lot.
The mechanic itself is fine but it should be reversed:
- specialist can become worker immediately
- unemployed specialists are renamed to "In Training" and represent a cooldown for a worker becoming specialist (instead of a specialist becoming worker)
Well, I think there should be some friction moving down as well, no one likes to see their standard of living cut, and managing the social tensions has the potential to be fun.
But that could be solved in some other way, like a happiness penalty 'recently demoted' that would, in turn, be ameliorated via things like living standards, civics like shared burden and the tradition that presently reduces demotion time.
I'd want training time to be as gruelling as demotion is though (But again things like special education buildings, living standards, edicts even the ability to favour skilled migrants can all fix that if you want to pay the price.
This, in turn, would create something of the developed/developing world separation, where some nations are kept poor because they have to sell their natural resources in order to import manufactured goods from other nations who had a tech edge. Or in stelaris terms selling minerals/rare resources/food in order to buy alloys and consumer goods from nations with more specialists.
Though that might be too much a buff to clerks. But they, in turn, do have higher overhead managing a trade network, so but might balance out.
Otherwise, though I am in full agreement.