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From the original mod page:
Yes, with one important caveat: Many Jobs patches friendly mechanoids so they can do the new work types. But if you add the mod to a game where you already have friendly mechanoids, they won't start doing the new work types even though their descriptions say they should. (This may be a RimWorld bug, I'm not sure.) The workaround for this is to destroy your mechanoids with dev mode then spawn in new ones to replace them. Or if you prefer, you can just disassemble your mechanoids and gestate new ones.
Especially with Vanilla Expanded Skills it would be great to have a specialised designated floorer, that does all that work, while others don't always run to help him and instead build things like stoves and beds...