And by the way: Idle colonists to take precedence to a certain degree.
Example (with devised numbers):
John is tailoring. Jane is idle.
Since John is busy he only checks for others jobs with higher priority than tailoring every 2 seconds (or whatever interval is defined for tailor jobs). Jane is idle and checks for jobs at a significantly higher frequency like every 200 milliseconds. So if just 1 job becomes available (for example 1 tile to mine) Jane is a lot more likely to get this Job than John since Jane checks more often.
The problem is that you most likely designate more than 1 tile for mining but f. e. a vine of 10 compacted steel. So even if idle Jane takes the first of those 10 mining jobs you created (which is highly probable) and thus acts as you suggest, there are still 9 other mining jobs left. And unless you have 9 more idle colonists those jobs are up for grabs. And if you insist that you can't be bothered with tweaking your priorities John will stop tailoring and go mining, too.
In summary: The game already does what you suggest to a certain degree by timings and furthermore it offers you all the tools you need via Manual Priorities to finetune it and if all that fails you can manually prioritize tasks (which indeed is micromanagement).
And just in case you aren't just refusing to use the tools the game offers you but you don't know enough about them: You can select "manual priorities" in the work tab. Instead of check boxes you know have boxed with numbers between 1 and 4. 1 is the highest priority and 4 is the lowest. If a box has no number the colonist will never do that job. If multiple jobs have the same number they are prioritized from left = highest to right = lowest.
So in your case set John's priorities for Growing and Tailoring to (for example) 2 and everything else you want him to do (but only if there is no growing/tailoring job) to 3 or 4. Now John will grow until there is nothing left to do and then tailor until there is no tailor job left. Although he will stop tailoring if a growing job becomes available (but only then). And of course for food, sleep and joy.
Example (with devised numbers):
John is tailoring. Jane is idle.
Since John is busy he only checks for others jobs with higher priority than tailoring every 2 seconds (or whatever interval is defined for tailor jobs). Jane is idle and checks for jobs at a significantly higher frequency like every 200 milliseconds. So if just 1 job becomes available (for example 1 tile to mine) Jane is a lot more likely to get this Job than John since Jane checks more often.
The problem is that you most likely designate more than 1 tile for mining but f. e. a vine of 10 compacted steel. So even if idle Jane takes the first of those 10 mining jobs you created (which is highly probable) and thus acts as you suggest, there are still 9 other mining jobs left. And unless you have 9 more idle colonists those jobs are up for grabs. And if you insist that you can't be bothered with tweaking your priorities John will stop tailoring and go mining, too.
In summary: The game already does what you suggest to a certain degree by timings and furthermore it offers you all the tools you need via Manual Priorities to finetune it and if all that fails you can manually prioritize tasks (which indeed is micromanagement).
And just in case you aren't just refusing to use the tools the game offers you but you don't know enough about them: You can select "manual priorities" in the work tab. Instead of check boxes you know have boxed with numbers between 1 and 4. 1 is the highest priority and 4 is the lowest. If a box has no number the colonist will never do that job. If multiple jobs have the same number they are prioritized from left = highest to right = lowest.
So in your case set John's priorities for Growing and Tailoring to (for example) 2 and everything else you want him to do (but only if there is no growing/tailoring job) to 3 or 4. Now John will grow until there is nothing left to do and then tailor until there is no tailor job left. Although he will stop tailoring if a growing job becomes available (but only then). And of course for food, sleep and joy.