For now I am less concerned with job permission management and more focused on the whole "tool production tree" thing. I have an interesting model in the works. Will post more after school.
Its just a small addition. Not really too important but might be useful as things get more automated in the future.
As for Job limitations, restriction, and profiles. That would and should all be possible. I suspect that the functionality would be rather simple. Select workshop -> profile -> stockpile like menu of what can be produced -> permit or forbid whatever you want -> optionally save for loading later. Or am I missing something?
Pretty much. Like I said its just a small addition.
The tree in the top of the image is a simplified tree where recurring objects and tools are hidden. The bottom mess is actually a summary of all the processes(Yes, I know the bucket is missing a line from the raw resource image. Also, immagine that everything that would need stone/wood/ore to produce just gets it. If I added those lines then the image would be unreadable. Just goes to show that there really needs to be a good way of showing the process.)
I'm sure everyone here understands the basic idea. It'd definitely be nice to see part of the production remove the need to trade for an anvil. Though realistically if you're doing a minimalist start with no tools on embark it should be probably start with knapping tools from boulders on the ground and fallen sticks off trees. I'd expect in most cases you'd bring at least a mallet and chisel with you. Maybe an adze for carpenters and tools other common starting professions like you'd bring an axe and pickaxe for woodcutters and miners.