For the sake of simplicity, let's not talk about old workers and some of the complicated that I've posted. I think the collaborative approach has led us to some good results. As a result, things that I've said before aren't as sensible.
The comparison is between:
old worker method
or
new worker method = old worker method - movement points
Essentially, workers can teleport -- but with limits. They can only move instantaneously, without consuming a turn, to squares within your borders. Moving a worker outside your borders causes it to consume its one movement point.
Movement of workers would be more like how your city population can get food and shields from a tile 2 squares away from it. There's no movement point cost, so what would you gain from adding movement besides another "economize the movement point" game? Killing the movement point game is key to killing some micromanagement and strategy that a monkey can learn -- no matter how much time you spent learning it and loving it. Let's kill the monkey work, and let the strategy that military and political geniuses have employed throughout history to rise to the forefront.
Everything else works as expected. Workers can be captured as usual. Workers affect population as usual. Automated workers would allocate workers to one tile until that tile was done, then apply your remaining workers to the next tile, and so on -- as usual, just without the movement points. And if you still want to micromanage, you're still moving individual workers around and improving tile by tile.
What does it add? ... Well, if you want to half-micromanage your workers, you could pool them together and have them work through a queue of improvements. You'd then paint down planned improvements (build a road to those spices first, then irrigate near the river) MS Paint style. Plus, if you so choose (I know I like this idea), you can allocate workers to "virtual" projects like "build a trade route", or (maybe) to improve ocean squares -- if they are within your cultural borders.
Drafting workers into the worker pool at the click of a button? Take it or leave it. I don't really mind having to allocate 10 shields to produce a worker. And Arathorn does have a point: if you can produce workers instantaneously, it's a whole new little strategy to exploit... which means, you guessed it, more micromanagement. I could imagine people moving workers in and out of the worker pool every single turn to get an advantage on the AI -- which is exactly what I wanted to avoid.
And thanks to some of the other supporters of reforming workers. I know most of these ideas are yours

So thank you very much.