I think it's just that the job-choosing subsystem is wonky at the moment. My Materialists have built specialized farming and mining robots. Occasionally I see one of them on the wrong job. It's always been fixed by manually firing everyone working these jobs and then rehiring them. The game then generally picks the best pop for the job from the pool of the unemployed, even if it didn't when the robot was freshly made.
Oh, I see. Kinda like CK2's duchies. That makes sense for rebellious sector governors to exist somewhere down the line. This system has potential. I suspect my problem is that I'm playing on huge galaxies and the sectors aren't being made correspondingly larger.
Well, this DLC focused on the economy. I agree that the combat system needs another pass, but it's at least serviceable at the moment. I'd rather they touched diplomacy next, it's an embarrassment compared to their other games..