Mining and some dockwork (Since Golarion has dock cranes, and they're common enough a couple of PFS scenarios have them in run down warehouses) are the most complicated professions listed, and those two aren't even that complex. A non-crowded room (let alone the private one suggested of average lifestyle), good food with regular consumption of meat, and (I presume) security is a very high standard of living for a commoner in a D&D world (except maybe Eberron). Unless there's some big catch, if you're believed (and the local lords aren't trying to keep their serfs from fleeing) you could depopulate villages by offering that without the leadership feat.
That's what I was thinking pretty much as well. I thought that it would be attractive to the average commoner given the more usual "barely farm enough to survive" situation that tends to be common in the medieval base material of D&D. It's not even an indentured servitude situation. Though I suppose it is still a Lord/Serf sort of situation since if they don't work they still get the boot. It's simply that they are at no risk of starving and minimal risk of being attacked.
The location is along a very large river to the west with the actual mine within a nearly extinct volcano. Eastside of the volcano (and connected mountain range) are grassy plains that are not listed as being claimed by any particular nation.
The plains side entrance has a minor road going up to it from a small town a few miles away. The mine, town and surrounding land are all controlled by the same noble.
I'm not quite sure if I should call it a mine or a fortress. Kind of a dwarven setup that combines they two. Bunch of dwarves on the 'payroll' too.
Security on the mine is provided in the form of full scale, defended castle-style gates with both organic and clockwork guards (albeit inexpensive ones via a minion crafting them).
The entire workforce will fit into the resident section of the mine without difficulty if need be, though only about 40% have permanent housing inside. This is more a function of housing density choices than 'what will fit'. They will all actually fit if the rooms aren't set for single occupancy.
Jobs consist of general housekeeping stuff, tool production/replacement, mine work, farm work, dock work, and the usual town type stuff.
In a nutshell; Production, loading/unloading, and maintenance (in a very broad sense).
The whole setup is Lawful Neutral (maybe) and run by the "evil" noble. Except she largely doesn't act evil so I'm uncertain what her actual alignment would be.
ex; She makes sure the workers are well treated and protected, there is no tolerance for abuses of power by underlings, fair punishments, ect
It's not really to be nice to people so much as making business sense to retain a loyal workforce.
This is the public and business face of the noble and what the majority of her followers would know.
Potentially 'evil' parts; she, and her organization, ruthlessly hunt down and pursues any individual (PC races) with psionic potential and slaughters them at the first reasonable opportunity. Telepaths are highest on the target list. Normal magic users using mind control magic make the list, though other magic does not.
The motivation behind this is primarily to protect the general population from being subject to mind-control. An entire town being under the control of a powerful telepath was the catalyzing event in the past. Age, race, standing; all doesn't matter. Doesn't matter if they are latent or active. Prisoners are not taken without cause and still typically face the same death sentence.
Witnesses are discouraged via cover stories. Witnesses that actually know something via spellcraft or the like are targeted, watched and killed if they become a threat.
Some of the followers that work as spies and the higher-level ones that work within the organization would be aware of this aspect, though possibly more through a code name system.
All that is done for the greater good, so to speak.
Edit: Artificer minons make things vastly cheaper when combined with Lyre and Maddoc.