Thank you all for your thoughtful replies - that is very helpful. I shall deal with the various issues raised in the sequence in which they have been raised, starting with the concept of labour consumption per hour. We need to be able to set the absolute number of jobs in the .dat files to make it reasonably easy to calibrate the game in the .dat files: if we used percentages, each factory for which this datum has to be calculated would involve manually converting an actual number of jobs from a research source into a percentage for that particular factory based on its production, which, given the number of factories for which calibration takes place, would not be feasible.
As to treating passengers in the same way as stored goods - that is more or less what the system that I have written does: in a factory with 100 jobs, if all jobs are available and 100 people are dropped off at once, the factory will initially have 0 jobs available, with that number increasing by 1 every 1/100th of a month (subject to any further inflow of passengers during that time). If more than 100 passengers are dropped off, the number will become negative, and still replenish at the same rate. No new passenger journeys to the factory can begin until the number is greater than zero. (This should answer Carl's question about what happens when passengers are already en route to a factory whose available jobs are used up). That is all very well, but we need to know, to make clear to the player, and properly to calibrate, the ratio between the number of jobs consumed in a game month and the actual number of jobs that the factory represents (which will be the same as the number of jobs consumed in 24 game hours, or possibly 16 game hours on the basis that we only simulate daytime traffic flows).
As to displaying what is described as the "consumption rate" for labour (which does make one think of statistics about the number of workers who contract tuberculosis, but that is another matter), this is already displayed in the current testing code: we show total/remaining jobs in the city building's information window. This is, in fact, done for factories, where the number of units currently in storage are shown with a large number of other statistics in the factory's information window.
Below is a work in progress example of how that appears in the game:

The success rates can be seen at the bottom, although these will need changing to reflect the abolition of distance ranges and replacement with trip types (in other words, commuter and visitor instead of local and non-local) and the fact that all non-residential buildings will need to measure the fulfilment of incoming visitor demand rather than the success at making outward trips.
As to the proportion of people who have a job (and the full employment example that I gave was just a simple example intended to illustrate the intended mathematical ratios between jobs and population rather than a statement of intention to simulate full employment), I see that as more a function of the city growth/building code in deciding where and how often to build/upgrade residential buildings, which is not being dealt with in the next major release, but should be dealt with in the major release after next (as that is a very large job all of its own). The system should be based on passenger success rates (in other words, a new house will only be built if greater than X% of all commuting journeys from residential buildings in surrounding tiles were successful within the last two months or thereabouts), which can then be calibrated to produce any given employment level (and, of course, depending on transport, there may well simultaneously people who cannot find jobs and jobs which cannot find people).
As to Carl's questions:
What kinds of buildings are going to be eligible to receive commuters? It won't, presumably, just be factories.
Indeed not - industrial and commercial city buildings will attract commuters, as will "tourist attractions" (I have renamed them "public amenities" in the latest English translation file, as they can be used to represent things that are not just for tourists, such as schools, hospitals, etc.), town halls, depots and, when I add the code for it, and if I can make it work properly, station extension buildings, as well, of course, as industries.
2. How will the commuter levels for non-factory buildings be set? Is this a .dat parameter, or just extrapolated from existing passenger_level?
I have not finalised the detail for this yet, but I plan for there to be a separate .dat file parameter for the number of jobs in a building. If this is not specified, it will be based on the existing level.
3. What proportion of passengers will be commuters vs. non-commuters?
This will be configurable in simuconf.tab
4. If building A has a maximum number of commuters of 300 per month, what happens when that limit is reached while some passengers heading to A are still en route? Will they be discarded, or will the building still be allowed to receive them?
As explained above, the passengers will still go to the building, which will register negative jobs, with the result that it will take longer before any new passengers can begin a journey to it than if it were merely at zero jobs.
5. Is there a danger that the "limit" behaviour will result in a flurry of passengers at the beginning of a month, followed by the flows gradually drying up as limits are met, until there are very few passengers at the end of a month?
There would be if the buildings replenished jobs all in one go at the beginning of each month, but, as explained above, they replenish gradually the whole time.
6. What is the typical/maximum commute distance, and is the latter value configurable?
There is no restriction on distance: only time. The journey time tolerance range for commuting and visiting trips will be separately configurable from each other in simuconf.tab. For a realistic simulation, one should configure the commuting trips to have a much narrower tolerance range (something like 20 minutes to 1:30 hours) than visiting trips, which should have a very wide tolerance range (such as between 5 minutes and 24 hours). The selection of which journey time tolerance to use for any given passenger packet within the ranges will need to be biased (so that, for example, a far higher proportion of passengers have a journey time tolerance of less than rather than more than 6 hours), and the parameters for that bias should also be configurable in simuconf.tab, although I have not yet added the code for this.
As to dormatory towns, these should be possible: see above on town growth, the relevance of the full employment example and passenger success rates.
As to what "bits_per_month" means, this affects how many in-game hours pass before a new in-game month starts. Aside from causing any value that is calibrated by game month (such as the monthly maintenance of station buildings) to recalibrate itself accordingly, this setting has no other effect. For example, if a game lasts 3:12h at 18 bits per month and 1,000 meters per tile, increasing to 19 bits per month will increase the length of a month to 6:24h whilst keeping the ratio between an in-game hour and real time the same. The "monthly" cost of maintaining a station will double, but because the length of that month has also doubled, the cost per in-game hour remains fixed. The bits_per_month setting is
intended to allow the pace of the game to be increased or decreased: the main purpose of this is to customise how fast that the era changes (and new vehicles, ways, etc. are introduced and retire) in comparison to the speed at which time passes in the game and in reality.