Since I only knew the gist of the new pop mechanics, this has been an unironically fun couple hours for me as I play with the new system!
Small related complaint: The resource deltas at the top of the screen only get updated on the monthly tick. So if I futz around with job allocation on a planet, I don't get to see my incomes change in real-time. It's not a big deal, but it was a nice feature when trying to figure things out in previous versions. I get why it's tricky to implement, but it shouldn't necessarily be a performance issue. I hope they bring it back someday.
Edit: Oh, this also applies to stuff like changing food policy. It also gave me a slight concern, at first, since the research screen said I was making no progress in any field (until I reached month 2).
Honestly I shouldn't complain, as I'm for some reason playing this major version change in Ironman, so I can't quicksave to check things. Which is objectively a bad move but YOLO BLORG RUN
Edit2: Oh! At least for moving workers around, the planet's listings do show the sum production for each worker type. So if I assign a farmer, it does immediately go from 16 to 24 for example. That's probably sufficient feedback.
Edit3: Huh, Very Strong applies 5% to all "worker" jobs, not just minerals. That's kinda interesting. No, wait- not Clerks. Makes sense. But definitely food and energy production.