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Station 1 → Station 2.... → Station #
The first station has every worker coming to it first, so I have transportation taking workers to critical workplaces load from here to get the first pick of workers. Workers who are not picked up after waiting there will walk to station 2, which is where I like to source workers for non-critical jobs from, including for construction and maintenance. This way critical jobs are always filled first and construction jobs will not (usually) suck up all the labor in a town.
If workers are still not taken after waiting at station 2, I might have them go to a final station where they will get taken to a place of make-work jobs to prevent unemployment. You can use anything from accounting-offices/city-halls, to quarries, extra factories you don't care about running 100% of the time, farm fields, or even just construction sites you don't plan on actually building (a "no trucks" sign isolates it pretty well from most COs).
I also usually separate my basic workers and university educated workers so that university educated workers can be sent first to jobs that require their level of education, such as teachers, managers, engineers, doctors, etc., and if they do not find one of those jobs, then they can overflow into the basic job stations.
I also use one extra station where I take my builders from. All others who are not been picked up can walk to another station to find work.
Sometimes it's handy to have a place where leftover workers can temporarily work to avoid being jobless.
At another map I used an iron mine just to sink a few workers.
I didn't need this iron at that time so I just exported it.
But at the end of the day I seldom have to few workers.
Mostly it's the other way 'round.