Alright CO, how about this as a compromise:
If an agent is assigned the "go to work" pathfinding and that fails (he can't get to work within a certain time period), then the job becomes abandoned (the industry losing that employee). This would cause the employee unhappiness and the job location unhappiness. Next, the civ will try to find a job at a different place, and then a new civ from that old place of employment will try to get to work before it starts hiring again.. (this would be like a check for the player, as perhaps an icon can float over this building indicating a potential infrastructure problem. "a car with a slash through it"?)
Agents not currently simulated with pathfinding and trying to get to work will be unaffected. This way, if there's a problem, it has an effect. It's not immediately catastrophic, but since that effected job will keep calling agents into to work, if there's no roads (exploiting) or just major traffic issues (it takes too long) there's unhappiness, the building spawns more traffic, and the player is alerted of the problem. If he leaves it alone for too long, the building will lose it's workers and be abandoned.
Just a suggestion on a reasonable way to deal with this, without destroying the gameplay but without leaving potential exploits and making employment more meaningful.
Super Edit: This will also act as a safeguard for distance. If agents have jobs that are too far away from their home for them to realistically get to, they will lose that job and switch to a close company if a job is available. This will help optimize pathfinding in a way, as agents will be gravitating towards closer jobs.