The problem with the new economy is auto-promoting jobs can make your economy very fragile. EG, if you build a forge on a mining planet, your net mineral income goes down by a huge amount as you both stop producing and start consuming.
A good solution would be to add priority thresholds set by the player:
All new pops start as workers/simple drones if there are such jobs open. For each basic/intermediate item (Minerals, Energy, Food, Consumer Goods, Amenities), the player can specify a threshold stock (N/A for amenities) and an accumulation target.
A worker will only shift away from one of these jobs IF the availability is above the target stock and if shifting away won't reduce below the accumulation threshold.
This behavior wouldn't just help the player but would also probably help the AI considerably,
A good solution would be to add priority thresholds set by the player:
All new pops start as workers/simple drones if there are such jobs open. For each basic/intermediate item (Minerals, Energy, Food, Consumer Goods, Amenities), the player can specify a threshold stock (N/A for amenities) and an accumulation target.
A worker will only shift away from one of these jobs IF the availability is above the target stock and if shifting away won't reduce below the accumulation threshold.
This behavior wouldn't just help the player but would also probably help the AI considerably,