I would say that precise control over every single pop in mid to late game is about as much over-micro as issuing individual commands to every single division in HOI4 if you have hundreds of them...
Personally I just go through the planets once in a while and set them up in a way that allows them to spawn the next 10 or so pops without any issues to me. I stopped doing the thorough micro after getting fourth colony. If you want to do it anyway, you can always disable one workplace on the planet, then you get the warning that there is unemployment and you can enable the workplace again and start building a new thing. That gets you the warning that next pop is gonna be unemployed.
see... previously, you could 'plan ahead' and set up a queue of buildings to be built on a planet, and you wouldn't need to check back on the system to see if you needed to change something untill a while had passed. Now, that approach sounds like a recipe for playing badly, and possibly wrecking your economy.
Is requiring the player to babysit every job on every planet all the time without the ability to PLAN AHEAD with orders really desirable, or even "realistic"?
I don't think so.
I can imagine it is even worse in multiplayer without the ability to pause where I can see it being extremely stressfull to constantly check up on everything giving you little time to relax, little time for diplomacy, little time for planning conquests or warfare, little time for... practically everything.
Game turned from a 4x game into spreadsheet management of local colonies, and the larger your empire gets, the worse it gets.
The fact that it is so easy to crash your own economy if you try to 'plan ahead' is a telltale sign that this thing wasn't thought out proper. The myriads of issues people are reporting with different ways of playing that was balanced before is just piling up on the evidence that the majority of testing was done centered on the DLC alone with less regard for the rest of the game.
To me, it feels like the latest patch/DLC litterally broke the game because we have a team that had some ideas about what they wanted to do in a game that was simply not a part of the core of what the game they were working on was about.