@Aries
Part 2, and slightly different topic:
In the real world: many schools, and hospitals (since they seem to function the same in game in terms of staffing) run with less than 100% staff.
Also: corporations in game run at less than 100% staffing.
It would make sense that reduced staff facilities would run at a reduced effectiveness. For example: 90% staffed = 90% as effective.
In this way, the buildings set an upper limit for capacity.
Also, there might be an option for over staffing, not only schools and hospitals, but also corporations.
For example: I would like for my state corporations to put more people to work to keep them gainfully employed, and causing my low workers to upgrade through experience, instead of sitting on welfare, costing me about the same, but with no benefit to my country.
Choosing 300% staffing would be like running 3 shifts at the corporation, which would boost productivity. Past 300% would be increasing salaries of the corporation with maybe little to no productivity increase.
Or maybe that number should be 400%? Since you have 168 hours a week, so a 40 hour work week would allow for 4 full shifts, plus some time for changing shifts.
In a related note: instead of dictating a flat multiplier for all government workers, it would be nice to promote specific jobs, such as nursing, without having to boost all of the competing jobs.