I've tested one game in 3.0.3 so far. This might be a bit excessive but I might as well tell a bit about the run:
Setup:
Ideology: Xenophobe, Fanatic materialist
Goverment: Oligarchic
Civics: Technocracy Meritocracy
Intelligent, Natural Engineers, Rapid Breeders, Unruly, Weak
Shattered Ring
Ruleset: Medium galaxy, Spiral (4 Arms). End-Game Start year 2350 instead of 2500. Commodore Scaling Difficulty. All other settings as default.
Reason for this setup: Strong science setup, but limited habitability, so I shouldn't have a ton of colonies. I wanted to leave my options for war open, but my original plan was to mostly remain passive and expand in my own space, only going to war when I would have been cut off too badly.
Early game:
The run itself started off with some luck. A Gaia planet inhabited by natives was only 5 systems away, so my first colony was a bit sooner than I expected. Naturally, gaia preference, so that didn't open up any other planets and I decided to prevent my 4 new friends from breeding any further (extremely adaptive on gaia preference and slow breeders is possibly the worst combination of species traits I've seen in a while) I got the grunur as my precursors, which meant I could now set up at least one world every 10 years. Which is a huge boost to my build. It looked like I would have about half of an outer arm of the galaxy for myself. As both fallen empires blocked other entrances into it. I went for robotic ascension. The holy guardians did spawn though, so early robot would have been a little too suicidal.
Mid game/Late game:
I set up my first ecumenopolis about 80 years in. It's great that we can use industrial districs instead of city districs for that, good stuff. It didn't get close to filling up though, so it felt a bit mediocre. I started repairing 2 ring world parts. But my homeworld ring wasn't even close to full. Around 120 years in, even with 2 small planets capping out and tossing some pops around to other worlds, the game started to slow down significantly. Megastructures allowed me to retool to an industrial district focus rather than basic energy and minerals on my existing plents. But any growth here was not from population, and planet management was dead at this point. For me It felt like it held out about 20 years longer. At this point I figured I'd rush to an end, the crisis wasn't coming for another 80 years at best. So I went for my first nemesis run. The khan woke up a few years after picking up the ascencion perk, and woke up next to a gateway. Destroying the khan alone got me to crisis level 4 due to all of the tiny ships. I spent the rest of the game fighting off the fallen empires and the galactic community. I did have fun ending the game this way. I don't think it'll be much fun the second time around, but that's fine. What is not fine, is that especially after conquering some Fallen empire worlds with their huge pop number, there was nothing more to do economy wise. Most of my time as the crisis, was just fleet management.
The experience:
This version is doing some good things to balance on overall. Which I'm glad to see.
Lowered pop numbers for capital buildings means we can get some properly specialized planets set up again.
Civic changes to involve some more additions to espionage are great, I've been spying a lot during the game, the reduced cost made me feel it was worth it most of the time now. Or at least fun enough to use. Even with an espionage focus, I don't think it impacted the actual game too much though.
For the specifically requested feedback:
Jobs:
Jobs aren't really an issue for me in this update. I do have to say that I just turn clerks off entirely, as they are much worse than they were before. I like the resettlement feature, and I did make use of that a few times over the course of the game. The earlier capital building unlocks made some jobs a bit more accesable, which is neat.
Production levels:
Production levels feel off, but not entirely in a bad way. Many of the changes in 3.0 gave other ways too obtain resources other than basic production. those changes were probably balanced over a smaller pop count, which means setting up an economy to create megastructures has become easier. However, I don't think that's such a bad thing.
Pop growth:
Early game pop growth feels fine, perhaps a little too quick but I don't think that's a bad thing.
Population used to become an issue for me in the midgame, this time around, it was alright, it was slowing down, but my first ecumenopolis still felt useful.
Late game:
For me, even with pops that can only live on Habitats/ecumenopoli/relic/gaia/ring worlds. The empire wide malus still brought the economic game to a crawl at a point in time where with default settings, there is still 125 years to casually pick my nose before the crisis can occur. One ecumenopolis is cool, but beyond the first they are barely useful. If you happen to find a single relic world, the ascension perk is probably not worth taking. Ring worlds still can't grow to a point where they feel useful, if you already created an empire that is able to build them.
In early and midgame, the population growth seems a bit too fast with the current adjustment from 0.5 to 0.25. But in the late game, it's excruciatingly slow and getting significantly worse with every pop, which is smothering my enjoyment there. Rather than a linear formula, I would much rather see something akin to this: