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Specifically, the thing this mod does is correct some errors in the logic for *which jobs are filled* by pops, regardless of the planetary automation settings. So when a pop is in a specific strata and has a choice between two or more open jobs, let's say a clerk and a technician, it will choose to work the open clerk job if amenities are already negative, and choose to leave a maintenance drone job in favor of something productive if amenities are in excess of +20. Generally this means you will no longer (or at least less often) need to rely on prioritization and/or turning on crime/amenity automation in the first place.
It doesn't raise their priority if you have open entertainer/duelist/healthcare jobs available though. If you're saying the game is refusing to even work entertainer jobs and letting it go negative, that's an issue I wasn't aware of but would be easy to fix. Please let me know if that's the case and I'll definitely work it in when I bring the mod up to date again soon.