It's not entirely clear to me from your description how you split the workload between your gnomes, but in my opinion the key is to let each gnome specialize into 1-2 jobs, except in the first few days when you want to run 3-4 crude workshops to kickstart your industry. Once the proper workshops are up you want to assign specialists to concentrate all the skillups from a certain job onto single gnome, or as few gnomes as possible for the more laborious tasks. Pairing related jobs makes sense since the respective workshops should be paired as well. I'm still learning the optimal setup, but I think the following is a good idea after the first week:
1 dedicated miner. Add another dedicated miner early in the first year as gnomads arrive or mining iron will be too slow. Gnomads often have decent mining skill.
1 dedicated weaver/tailor. One of the gnomes initially set to the farmer profession will have high skill in both.
1 dedicated cook and butcher. The gnome initially set to the rancher profession will have high skill in both.
1 dedicated farmer for wheat and cotton fields. He does nothing else.
2 guys running the metal industry full time. Usually one has everything except weapon crafting enabled, the other everything but armor crafting. Later on add a third dedicated smelter.
2 dedicated foresters with wood cutting + horticulturism jobs. Add a third to increase wood production and make a large grove (300+ trees, I believe pine may grow fastest). The game where I ran out of wood, one of my dedicated foresters died early on plus I underestimated the demand for coal.
1 dedicated carpenter that does odd jobs when he's not busy making furniture and torches.
Hauling is done when any of them has nothing to do. Construction work is manually enabled when necessary on the gnomes currently not doing high priority work.
Setting priorities is important. Beds and beautification can wait. It's all about functionality. Try to build compact. Copper armor/weapon are a waste of time.
I just wanted to address a couple of points.
I do no beautification. No walls where they don't absolutely need to be, no statues, nothing in the great hall (absolutely nothing, although I do make one so that if someone is actually idle I know immediately), etc.
I only make copper armor out of the armor plates that the goblins drop, and then I only make breastplates out of them (just as a stop gap, since a lot of the crafting jobs to make armor are already done for me). Usually, the first 2-3 gnomes will have a copper breastplate (you start with one, no reason not to use it) and copper helmets (the just drop on the ground, no reason not to use them) and then all the rest of the armor is bronze/ogre leather. And yeah, I salvage copper weapons, but usually make bronze weapons right away, for all my guys.
As for super specialization, after the first day or two, I generally specialize my guys into just a couple of jobs, but I tried experimenting with super specilization (2 metal works, for instance, one, Gnome A, who does nothing but smelt, forge, and make coal, the other, Gnome B, who uses the armor/weapon/blacksmith) but I ran into issues were A was sleeping, B ran out of mats, and then I either had to manually switch him to A's job (and then manually switch him back so A isn't idling once he wakes), or just let him haul stuff while he waits for A to wake up. Same thing goes for farming (as in, if the guy who harvests the cotton is sleeping, the guy who makes the bandages either gets switched to harvesting the cotton or idles) and, really, any other tasks. So I generally specialize by the material they are working with. AKA any gnome that mines the stone also works with the stone. Anyone who harvests the food also works with the food, etc. This means that I generally have 2-3 people with identical profession sets, who tackle projects (say, making bandages, with all the steps required to make them) in priority order via the priority system (this has it's own problems of workbenches seeming to ALWAYS take priority over non-workbench jobs, like harvesting, dealing with animals, etc. But I just work around that via suspending things a lot).
Finally, I enjoy playing on tiny maps. This means that I have less "free" resources and have to get things like tree farms set up quicker. I am pretty sure that a smaller map does increase the difficulty early on (because you start with less "free" resources), but I really dislike the massive maps. And tiny maps do have some advantages (less area to mine thru to find the good stuff).
As far as mining goes, I don't "clear the whole level" but I do probably "explore" a bit more than I actually need to. It's something I am gana work on in the new game I am gana start right after I finish this post (I am abandoning my old game).
Thanks for the advice. If I could ask you (or anyone) to go a bit more into what they mean exactly by "specializing," I'd love to hear some more details.
