I tend to vet immirants upon arrival (Therapist helps with this, but isn't necessary) by assessing them for their destiny(/ies) and 'marking' them with a) A nickname related to the destiny, b) Removal of corpse-hauling susceptibility as an additional flag (temporarily reversible if ever needed, but is my go-to 'dump-unstat') and c) Absolutely removing fish-related or hunting skills because I just can't handle fishing or hunting (these days that I don't need them to offset famine). With notes set aside that, having just gained an expert jeweller/whatever, I might need to put a new appropriately focussed workshop down for them shortly, to cover an unanticipated shortfall.
Therapist helps
mostly when I have a rush-job on (e.g. dumping stone from an area I want cleared after digging out, block hyper-production and/or rapid wall construction) and I take the non-urgent experts and amateurs in other fields to flood the currently appropriate work-types with help I need.With some quick sorting and clicking it's quicker than in raw DF, simpler than switching in Hack and seeing what kind of more apt work-managing utils there are (or scripting my own for "reset everyone not currently {farming, smithing, brewing, ...} to [expert] level to take on {dumping, masonry, building construction, ...}" and perhaps simultaneously record the changes to make the Undo script simpler than having to work out who to revert and who not to. A practiced eye applied to each circumstance seems to work better than
fussing about finding a supposed one-click solution into sort it out that'll probably need more fussing about to correct/update later.
Or, if someone has somehow made
exactly the thing I need then is the trouble to learn its operation worth that time?