I just create a batch file of dfhack-run for a bunch of createitems. You don't have to make candy cloth and manually crank out masterwork. You can just createitems and then use "changeitem q 5 here". The only bottleneck in forced strangemood are bones, but embarking with a butcher/tanner and lots of turkeys can handle that.
I embark with a sorta default group I use for most normal-ish spots and several dogs/pigs/cats and just have one of them slap up a butcher/tanner shop for the bone requirements.
I have them made because I think it flags something in the history which keeps the item from moving when the fort is retired. I've had stuff I just dfhack into existence disappear or move around but stuff which is flagged with a dorf maker behaves as I expect, hence the extra step there.
Now I'm interested in finding out the preference tweaks. I observe that when a peasant has a like to warhammer, the tend to make platinum warhammer artifacts with forced strangemood weaponsmith.
Preference tweaking is complicated as all hell.
gui/gm-editor (I actually set shift+d for it since I noticed it wasn't being used for anything else I did, and just tweaked other stuff to accomodate it) then:
status > current_soul > preferences, and then you gotta get used to how things are.
Normally the first couple will be materials preferences, they'll have 0 for preference type and then mat type and index on one of the first few will be 0 type and an index between 0 and 24, 0 is iron, 8 is steel, 10 is platinum, 25 is candy (which isn't needed since all dorfs will default to using any candy available for a mood involving metal, but it helps if you want candy decorations), 26+ are where I like to put modded materials, in this case soulsteel sits at 26.
Then down a couple spaces will usually be one with 4 likes_item, below that will be item_type. 24 is weapons (0 whip, 1 hammer, 2 axe, 7 pick, then I have modded katana and wakizashi at 23 and 24, with the other weapons in order as you find in item_weapons.txt), 25 is armor (0 is breastplate, 1 is mail shirt, 5 is cloak), 26 is gloves (I think 1 is gauntlets, I always have to double check), 27 should be shield (0 is normal shields), 28 is helm (0 is normal helms), 29 is shoes (1 is high boots), and lastly 59 is pants (1 is greaves) for a full suit of artifact gear if you have enough dorfs to mood.
If you have extra residents you tweak makeown they won't have preferences, but in the preference screen you can hit alt+i and type unit_preference then specify a material and item type and you can get basic artifacts out of them, gotta add more materials after the first one to get better decorations and such.