I think it should be not that simple.
By social deviances, I meant 5% minority of people that has "special" temperament.
For example, the opinion exits, what 5% of people has relatively aggressive temperament, and another 5% has calm, while 90% are semi-equal in that. So aggressive five fits all sorts of soldier and enforcer jobs, and calm five fits all sorts of jobs where weighted decisions is necessity, such as administration and science.
This aggressive-calm dichotomy don't cover combinations of deviances, but I believe you see the point.
While implementing this isn't too complex, it will add a ton of weight coefficients to existing tons, driving both technical and game-wise complexity too high, IMO.
A single pop is an abstraction of thousands of individuals, so talking about a small percentage of these being either this or what isn't very useful, I think. If there are so many of these individuals in a pop group that they'd make an impact, it'd be on the level of being a whole species trait.
Studies have in fact shown that most humans will seek employment even if supplied with the necessities of life. Having taken more than a year between jobs under favorable financial circumstances, I can attest that not having anything to do with yourself feels bad, in a vague way.
On the other hand, not every activity which feels enough like work to salve that feeling is actually productive work. One can be making art for a tiny, non-paying audience and feel better about that work than one would feel at a menial 9-5.
So I don't agree that living standards which support unemployed pops should eliminate emigration push (by the same argument those living standards would cause pops to become unemployed even if jobs are available on the same planet) I can see the case for reducing how much push unemployment generates.
Absolutely agree that humans hate being idle. I've also experienced being unemployed for a period of time, and the lack of a purpose is what really started digging into me. I feel like the jobs shown in Stellaris are jobs that directly contribute to the empire in direct, measurable ways, and might not include non-profit work and volunteer organizations that do things without making a net, tangible profit. This would however still have an effect on the societies theyr'e in. Unemployed people who still engage in things on a volunteer, hobbyist basis would create a sense of community among those they do these things with, which is what I imagine the unity output is meant to represent.
While unemployed pops will seek things to keep themselves occupied, I don't think most of them would go so far that they'd actually turn to crime, rather than less destructive ways of keeping themselves occupied. I think the number of criminals at least in our society is mainly in it for material gains, either out of necessity or out of greed, rather than simply being bored and wanting to fuck things up for no particular benefit. Aren't amenities meant to represent ways for your population to keep themselves entertained?
If your world has plenty of amenities, and your population is on utopian abundance, I think the amount of crime generated from unemployment should be negligible, but possibly skyrocket if you run out of consumer goods or amenities. However, it could still create a strong emigration push.