So I'm going to try and put down my ideas on why certain things happen in Skylines regarding RCI. I will try and compare it to Tropico 5, Sim City 4, and Sim City 2013, specifically because I think all of these games fall into two neat categories, with Skylines straddling both sides.
Sim City 4 (SC4) has been critiqued as being a "spreadsheet" simulator. This is because SC4 didn't have any actual sims moving around anywere. There weren't any agents. Put another way, every car that you saw moving around in SC4 streets was nothing more than a visual that was put up to represent the traffic that was nothing more than a value in a spreadsheet cell. If a tile had a lot of traffic (400 cars, say) and that road only had a capacity of 600, then SC4 would draw a lot of cars on that tile of road, to make it look like there was a lot of traffic. By contrast, Tropico 5 (T5) and Sim City 2013 (SC13) are an Agent Based simulation. That is, if you see a car on a road, that is an "agent" that needs to go from somewhere to somewhere and is therefore actually causing a jam. In T5, a person leaving their home to go get food at the market is actually causing a jam because they "exist"; likewise, a sim in SC13 going to a park to fulfill their happiness needs does the same thing. Therefore, in T5 whenever someone returns from the market, their "food' meter is filled up. In SC13, when they return from a park, the building's "happiness" is brought up. In SC13, if a building has 1 "shopper" sim, as long as by the end of the day, that building gets a "shopper" sim with happiness fulfilled, it's happiness goes up and makes it closer to eligibility for raising of the density.
Cities Skylines (C:S) has a hybrid approach to this. It is agent based in the sense that each and everyone of the sims in your city is an agent. Every car that you see is an agent trying to fulfill needs. When going to the shop/park, it represents a sim trying to get "happiness" points; when going to work, money; when going to school; education. This is actually very similar to SC13. When an educated sim goes to work in C:S, that job is counted as having 1 more educated sim. When a sim from a level 5 home goes to a commercial site, it adds a level 5 "shopper" to it's happiness rating. These help increase the density rating of those respective buildings. The main difference between C:S and others, however, is that it is ALSO spreadsheet based (I'm not talking about the teleporting worker issue yet, btw).
How is it spreadsheet based? Well in SC4 let's assume you had a 1000 sim city. You place an elementary school such that it only covers 600 sims. The elementary school, over time, increases the Education Quotient (EQ) of those households by 20 points over time. At the end of that period, the homes in that section have a 20 EQ higher than the others. This brings up your average EQ by a number higher than 0, but lower than 20. This higher EQ raises the demand cap (more on that later) on certain buildings, as well as increase land value, and decrease crime. in C:S schools work like they do in Tropico 5 and SC13. Child sims go to elementary school and gain an education point, teens go to high school, and young adults go to university, each gaining and education point (this is different from SC4 which didn't really have a difference in ages [sort of]). SC13 has the "student" sim which all they do is go to school and bring back education points to a building. Where C:S differs, however, is that Education Points don't directly affect the home's density leveling. Each school has a radius in which they provide a bonus to leveling (hence, why you can have your whole city educated but only a school in a small section of the map). This is why when you place a school, you see happy faces everywhere. This is also why the education map view has an "efficiency" heat map. The higher the education "efficiency" the more it provides that level up bonus to homes.
This is the key difference between C:S and others, methinks. All services in Skylines have both of those effects; there is the actual, agent based effect, and then the home level up bonus effect. SC13 and Tropico 5 are PURELY agent based in that scenario. Homes only get crime protection if a police car physically passes in front of a home in SC13, in C:S a police car lowers the crime rating if it passes by a home, but if the police station is too far, it doesn't provide a bonus to leveling up (the "not enough services" tooltip)
Agent simulations have one key problem; the same one shared between T5, SC13, and C:S, calculations. Each agent has certain attributes about it that needs to be fulfilled periodically and the sims needs to go out to fill those attributes on a regular basis. This means a sim has to calculate the degredation of those stats; Hunger in T5, happiness in SC13, money in C:S, as well as calculate pathfinding to get those things fulfilled... all in a dynamic environment where the player is constantly changing things. T5 addressed this issue by just having less agents. In T5, we run a WHOLE COUNTRY with less than 1000 people in it. SC13 did it by severely limiting the size of the map, thereby limiting the number of agents doing calculations at any one time (they played tricksies by inflating the number; something C:S did but in a different way) and by having everything happen on a cycle (the day night cycle). C:S tried to have it's cake and eat it too. Large maps with a bunch of sims, but calculations eventually end up limiting you. After a certain period of time, the game would become unplayable because it's trying to calculate all 100k sims trying to fulfill their needs. The solution? Limit the number of sims you could have on the map at any given time. Hence why after a certain size, you actually start seeing a DECREASING number of cars per street tile. This is where the teleporting commuter thing comes in. If the game knows there is a job somewhere that has a vacancy, and a sim that is looking for a job, it will eventually just "teleport" the sim there. I.e. it will just assume that eventually it makes it and the needs of both parties are fulfilled.
Side note: Earlier I mentioned demand caps. In SC4, demand for certain zones were "capped" (demand couldn't get higher) until certain conditions were met. High tech industry was capped at low levels of demand until average EQ got higher. Commercial Offices (CO) were also capped until a certain level of Commercial Services, EQ, and Industrial level existed. Furthermore, there were city wide demand caps and region wide demand caps. If you had neighboring cities, the demand cap busters (buildings that would raise the cap) would transfer from connected city to connected city. Hence, if you had a high industrial city on one tile, it would raise the demand cap for your CO in the neighboring city. Furthermore, airports, like the International Airport, for example, would increase REGION WIDE demand caps. This means that after a certain point, there was no need for more industry.
T5 has this "tier based" play by having an actual primary, secondary, and tertiary sector. As you play the game, get technologies, and educate your populace, your mines will run out of resources, forcing you to start importing resources, decreasing the primary sector and increasing your secondary sector. Educating your sims doesn't improve demand for higher industries... you NEED higher educated sims to man them (quite literally, most manufacturies REQUIRE high school sims). Likewise, after you're importing everything, and manufacturing everything else, you'll want to use the profits to provide tertiary services... banking, telemarketing, newspapers, etc.
SC13 simulated this via the specializations and tax incentives. Each higher wealth building, in all three categories, was harder to keep happy, but provided an exponential amount of tax revenue per tile. Since space was so limited in SC13, the incentive was to get everything as high wealth and high density as possible. The counter balance to this, was the dramatically higher demands for services, as well that each building required all three wealth levels of employment, so not everything would be a utopia.
C:S, unfortunately, doesn't deal with this well. Because primary and secondary resources aren't directly nescessary for a comercial sites (unlike T5 where markets could only sell food if you imported it and/or grew it) or don't provide a hefty happiness malus like in SC13, and happiness doesn't matter to the growth of homes (homes depend on services covered and land value to grow) then there is a poor incentive for Commercial AND Industrial sites. The only incentive is increased tax revenues, but the game is already forgiving enough in that sense that one doesn't really feel it. Furthermore, homes and offices have the exact same services required to level them up... they are both effected by noise, both effected by transport, education, hospitals, etc. so there are no tradeoffs to be made. Furthermore, Offices only require one agent to visit them (workers) rather than two or three like in commercial and industrial sites. The "goods" provided by typical industry don't outweigh the negatives associated with them.