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Generally whichever district the planet has more of, should decide what type of resource and specialization that world has. Only real exceptions being that I tend to make small modifer-less worlds into commcerial worlds, minor tech worlds, and unity worlds.
Alloy and Goods specializations are redundant as overall the amount of bonuses comes out to exactly what you'd get from leaving it on Industrial, unless you're also using the upgradeable buildings and not just districts. The thing is that overspecialization and reliance like that can lead to catastrophic loss if you lose the planet.
The reason for this, is that the "industrial" specialization saves 10% on input, but doesn't actually increase output. Same with Alloy and Goods specializations. All they do is shift the other 10% onto the same job, making that job take 20% less upkeep, while leaving the other one at full upkeep. This isn't really beneficial in any way unless you're creating buildings for that job as well. At which point you might as well leave it on industrial, and build both.
The exception to that, of course, is if you have any modifers to alloy or goods production on the worlds themselves. Then definitely crank that particular resource with as many jobs and the correct upkeep modifer.
I really don't think this is good advice. Let's just say you have two planets with industrial sectors, and compare specialization vs. what you're suggesting.
If you have one forge and the other factory, you have -20% upkeep on all alloy and consumer goods producing jobs, with each planet having one building slot taken up to increase the output of those jobs, and a total of 4 rare crystals and 4 volatile motes upkeep for those buildings. Each planet will also have one building slot taken up on the orbital ring, with an additional 2 rare crystals and 2 volatile motes for upkeep.
Now if you keep them both on industrial, you only have -10% upkeep. Each planet will have 2 building slots taken up, with a total upkeep of 8 rare crystals and 8 volatile motes per planet. You'll also have both building slots on the planets' orbital rings taken up, with an additional upkeep of 4 crystals and 4 motes. Using 2 building slots also means you need to upgrade the ring to T3.
This means that using the setup you're advocating for rather than specializing towards alloys or consumer goods means you'll be spending twice as many motes and crystals and 12.5% more minerals on upkeep, while also spending an additional 300 influence and 4k alloys (150 and 2k with unyielding traditions) on upgrading the planets' orbital rings. You'll also have to wait longer to get the full effect of the orbital ring buildings, since you need 50 pops for T3 as opposed to 25 for T2.
And if you're concerned about losing one of the planets causing problems, you can easily swap the planet's specialization (or to just the industrial setup). Swapping a planet's designation is instant and free, then you can build the building for the other resource.
Using the setup you describe here means that you spend more to produce fewer resources (until both planets hit 50 pops, then you spend more to produce the same).
With Hiveworlds you get full building slots in more planets than regular empires which makes it easier to build enough refineries for mass high tier buildings. Or you could combine 1 basic ressource + mass tier 1 labs/unity on a hiveworld to save the advanced ressource cost/upkeep.