this is actually quite similar to my fortress designs, here's my current fort:
http://mkv25.net/dfma/map-4825-threewindsi tend to build a cross of 5 adjacent 9x9 rooms. stockpiles in the north and south wings, workshops on the east 4 to a level (one in each 'corner' of that room with related functions, i.e. kitchen still tanners and butchers in one room), and social areas (sparring areas/dining/barracks) on the west. then as my fortress expands i begin building the more expansive noble rooms on higher levels. that map shows a general idea of what i'm talking about, although it's somewhat cluttered (that cluster of workshops on the lower level is a bunch of glass furnaces set to collect sand to have enough to supply my legendary glassmaker) as my fort was much less organized then.
i find using a relatively small (when it comes to x/y dimesnions) that spans multiple z levels cuts down on alot of hassles, since in absolute terms even the two most 'distant' points in my fort are something like 30 tiles apart. 9x9 rooms also seem to be my magic number, odd numbers let you subdivide things very neatly, such as having 5 workshops in an X
i also try to keep my workshops as close to their relevant stockpiles as possible. the carpenter shop is right next to the wood, with the furniture pile just south of that. then the still is adjacent (Albiet one level down) to the furniture pile, with the food pile to the north. the butchers shop is near the bone pile, with the craftsdwarf shop adjacent 1 level above. the piles of captured narrow armor/lavish meals are right next to the trade depot, the stockpile of my building materials is at the base of the tower where they will be used, etc