I realize that hosting the images themselves is going to be rather time consuming and likely not very helpful.
I make designs so large, convoluted, and unwieldy in quickfort it borders on the fetishistic. So much so that I've never actually used them, even though I keep making them.
Instead I'll share a few general pointers that I think will be rather helpful. Not quite what the OP asked for, but it's as much as I'm easily able to give.
When designing an area, using straight 3-tile wide lanes is ideal for pathing in most cases. Also, never make large rooms (5x5+) with only one entrance/exit in an area central to your fortress, or dwarves will waste time pathing inside the large room, eating up precious frames per second. If you really need to have that large room with only one entrance somewhere important in your fortress, designate it a low traffic area. Also, abuse the Z-axis. Your dwarves don't recognize the difference between moving one tile on the z-axis and moving one tile on the X or Y-axes, why should you?
Dwarf Fortress was designed with squares in mind. When you want to make the most out of the space you have, go for squares arranged along the X and Y-axes. If not, then be prepared to have little gaps here and there.
Using quarry bushes is much more efficient that plump helmets. Assuming each farm square always produces only one of any particular crop, quarry bushes cost 640 actions a year versus 1600 for plump helmets to feed an entire 200 dwarf fortress. This includes the refining of quarry bushes into quarry bush leaves.
You can every type of underground alcohol if you grow sweet pods in the spring, plump helmets in the spring, and pig tails and cave wheat in summer and autumn.
Forcing water through diagonals depressurizes it. Much simpler than setting up pumps.
If you want to put workshops in groups based on similar or related functions, here's a list I came up with:
Basic - Mason' Workshop, Mechanic's Wokshop, Carpenter's Workshop
Farming(P) - Farmer's Workshop, Millstone/Quern, Still
Butchery - Butcher's Shop, Tanner's Shop, Leather Works
Tertiary Organics - Kitchen, Fishery, Soap Maker's Workshop
Clothes - Dyer's Shop, Loom, Clothier's Shop
Ashes(M) - Wood Furnace, Ashery, Kiln, Glass Furnace
Metal(M) - Smelter, Forge
Misc. - Bowyer's Workshop, Craftsdwarf's Workshop, Jeweler's Workshop, Siege Workshop
(M and P designates groups of workshops that have at least one workshop that can function better with Magma or Power)