Having recreated a similar setup in 1.16 RC1 I can confirm the behaviour is similar. The villager with the block above the work station would not properly pathfind to the workstation with the floor above it, and had acquired the "potential_job_site" memory, but not ever worked at the work station.
After removing the roof, both villagers worked regularly and consistently during work times. Putting the roof back saw the villager with the fence over the work-station return to being on the roof and working less regularly. Notably, with only a three block fall off the roof, the villager often walked off and would sometimes work. With a four block fall, the villager rarely left the roof and thus rarely worked.
I also used fletching tables instead of lecterns, with the same result. This appears to be a path finding issue related to an air block above the workstation?
I have attached additional screenshots to the report.
Perhaps your world has "Generate Structures" disabled? Do you get structures in the overworld?
I have heard others express having this issue, but I can confirm that upgrading from 20w19a to 1.16 RC 1 did not reset my options. I have not tested directly from 1.15.2 to 1.16 RC 1.
Could not reproduce.
I created a new world in 1.16 RC1 (in creative mode) and killed the ender dragon (by hand). A gateway appeared. Using the locate command I found an end-city and it generated normally. I switched to spectator and teleported a significant distance to use the locate command to find and generate a new end city, which also generated normally.
Also could not reproduce in a brand new world where I was in spectator the entire time in the End.
This bug appears to be back in 1.14.4. I've experienced it several times, but only in one particular contraption, it was not experienced prior to at least 1.14 (ie. it was not present in the 1.14 snapshots). Pistons are unpowered and both extended and not extended. Powering and unpowering the piston resolves the issue (but it leads to slimestone contraptions breaking). It is not guaranteed to occur, and normally doesn't, but I have found these pistons in this configuration at least 5 times in the last several weeks.
Note, there are 8 pistons in this contraption, firing at 4 different times, with several seconds delay between some of the activations, and yet when the pistons become double headed usually most or all the pistons are double headed. I believe the contraption is in spawn chunks (possibly lazy), and is triggered by a daylight sensor, so it might be related to lazy chunks.
[media]I have not tried to reproduce the bug in other contraptions or configurations.
It seems to me that being unable to interact especially with a poi at eye level is a bug. Villagers should be able to interact at eye level. Diagonal may not be intended, but would be nice to have for design lee-way. At eye level seems like a normal location for several workstations, eg: blast furnace or smoker double stacked high, or grindstone mounted on a wall.
This creates a fairly serious exploit. Trading with villagers at their poi is effectively infinite. Can the ticket be updated to show the severity?
This has been more than confirmed in a village I have been playing in. We have a datapack which displays a message when villagers die, and dozens have committed suicide by walking off ledges multiple times until they die. I have witnessed multiple villagers in a row walk off a 3.5 block ledge, day after day, and also witnessed a villager walk off about a 10 block ledge three times in a row (then climb back up) until death, although there were trapdoors involved in that case, so it may have been unrelated. All their workstations have paths that involve no cliffs and aren't significantly longer paths.
Can confirm it has happened to me as well. I've even had two villagers trapped at the top of the same ladder. They somehow keep ending up at the top of the same ladder even though it is out of the way of the village (up several staircases in a house at the edge of the village, with no points of interest up the ladder).
I've also experienced it in general, when villagers are just going about there business. It may have been when one villager is pushing another one or something, I just heard the door spam on several occasions.
I wonder if this solves other pathfinding issues for villagers. In particular I have noticed, trying to pathfind under trap doors (making a less than two block high space), trying to pathfind over carpets in a two block high space (villagers are too tall), pathfinding to the nearest wall or roof to their workstation, even when a perfectly acceptable path to the workstation exists, pathfinding to glass panes or walls instead of to doors, climbing ladders and getting stuck at the top on a closed trapdoor (and not leaving). And those are just what I've noticed in the past few days.
And since I apparently can't upload a new image when editing a comment, here is an extreme example of a super simple redstone clock next to a 10x10x10 cube of fences, which makes the game literally unplayable, with a greater than 100x increase in frame times.
[media]Redstone causing lag seems to be almost entirely dependent on chunk geometry as in MC-123584. I tested in 19w13b, but is prevalent in all snapshot versions I've been playing recently. A simple observer clock causes massive frame time spikes in a chunk (or immediately next to a chunk) full of fences, but has very minimal effect on frame time one chunk over.
[media][media][media]To add to the effects. Killing mobs with fireworks doesn't drop XP, and killing Illager patrol leaders does not give the Bad Omen effect.
I can confirm that Illager's have been spawning on non-spawnable blocks in 19w03c. I have found them on structures with no spawnable blocks, including roofs that are entirely stairs or buttons. Also they have been found several times on a raised rail line where ever block is covered in rail, fence, or pressure plate, but illagers have been found on the outside of the fences. In all cases, other illager patrol members have spawned on spawnable blocks, so it could be a problem with pack spawning. Also unconfirmed, but I've found Illagers inside massive crop fields, so they may be spawning on farmland as well.
I believe this was erroneously marked as 'invalid'. This appears to actually be a duplicate of MC-123584
This is an unacceptable situation. Smooth quartz should look smooth, rather than the 'cut' texture it currently is. It should also have a meaningful difference to regular quartz. At this point there is no reason for smooth quartz variants to exist. And the "naming is consistent" argument is bad, just because smooth sandstone uses the top texture doesn't mean smooth quartz should. The name itself is a bad description of the block.
I just tested with fast graphics, and saw nearly the same result. I have also tested on a more powerful computer. On a windows 10 computer with an i7-4790k and GTX 970 the frame times while bamboo is growing are significantly shorter, only about 50ms, and much less noticeable. Breaking bamboo still causes extremely noticeable and jarring frame time spikes on that more powerful computer of at least a few hundred ms.
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Crafted banners stack, but when you place and break them those form a new stack, and don't stack with unplaced banners. 1.16.4