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The only functional change was shifting limitanei per pop from 100 jobs per 30 pops to 100 jobs per roughly 1100 pops. I was trying to get that lower but at a certain point nothing i did impacted the number of jobs provided, i may look deeper into this in the future at some point. All custom jobs should now also have buildings and job icons instead of the ugly placeholders.
You shouldn't have Soldiers as each origin is intended to have a unique soldier replacement but yes, there is currently a bug that seems to be caused by a change PDX made in the update. Back in the day jobs had assigned icons in the code, now that is no longer case and having multiple jobs trying to use the same icon causes one of them to "win" and the others to use the fallback icon, while i am looking for a solution to this its unclear if one is possible without PDX providing a method for us to either share icons between jobs again or dictate to the game what custom icon to use.
Basically there are 3 parts, the origin itself with any bonuses you assign to it, the jobs that you are adding and the buildings you are going to be adding or editing to. You can make the outer shell of a mod by firing up the stellaris launcher and going to "all installed mods" and in the top right it should have a "create mod" button. After that you go to the folder it creates and recreate the folder structure from Stellaris that you need, Common>Goverments>Origins for example. From there you can just create files with the prefix of your mod, this mods prefix is RI, and what the file does like RI_pop_jobs. Then you can just start copying jobs, buildings, whatever from the base game and pasting them into your mod files and tweaking them as you need.
I've also noticed that if you are using other origin mods these origins will not be at the bottom of the list. Generally they seem to sit somewhere around the middle of the list but i imagine that depends on what origin mods you are using and how many origins are added.
While the idea of playing Barbarian Invasion in space is an interesting one, it is kind of outside the scope of the mod.