You want some good logistical designs for Quantum stocks? I made a couple:
Trade Central Station
Trade depot is surrounded by 8 stockpiles which collect absolutely everything, with 3 wheelbarrows assigned to each of them; and the surrounding spots are separate types of Quantum Stockpiles according to your whims. Better yet, you can nickname them by the clock (12-O'Clock (Stock-type) on the top-center, 6-O'Clock (Stock-type) on bottom-center; 3 and 9-O'Clock are centers for the right and left, respectively; everything else should be predictable enough to figure out; and you can also sub-divide that by 15-minutes, filling in the gaps (Place carefully, these can block wagons from access)) for easier tracking when the list gets pretty big, or you make adjustments. I tested it out, and it works miracles; and furthermore, it's scalable. With 8 5x5s, it fits around the trade depot comfortably, and has plenty of room at nearly all angles to permit access for caravans with wagons.
Here it is in action:
http://mkv25.net/dfma/movie-2475-speedycleanupservicehttp://mkv25.net/dfma/movie-2476-speedycleanupservicepartdeuxWorkshop Specifics
If you want to sub-divide your stockpiles, and you also want to specify what you produce, this setup works wonders. I already tested that you only need 1 minecart, not 3 to quantum stockpile rapidly. Having more carts won't speed up the hauling/quantizing effort. However, if you're following the image, the stockpile next to the color-coded workshops and their Q-stocks is more of a general stone stockpiler. It's more practical for the main collector stockpile (big square) to be sub-divided like the Trade Central Station above, so you can assign more wheelbarrows to gather into the general quantum storage. From there, you can either surround your designated workshop with the material you desire, make a lineup of materials you prefer they use, or if you have a primary type/source (like granite or rhyollite is the dominant mineral; or even marble), then use the illustration as an example of a factory where a melting pot of materials/minerals are concerned.
The illustration above is one of the more efficient (not most, in hindsight) setups I've made, considering stockpiling, and how distance is considered where production is concerned (nearest relevant neighbor). To improve the efficiency, or to optimize production effort, set separate "production piles" (Non-QS), and just assign those (and/or the QSs as well) to give to the desired factory. Building factory of the intended material is optional, though it makes telling them apart easier at a distance.
In case you intend to have a glass industry, a quantum-stockpile is extremely wise to place all sand bags and potash (if you (prefer to) make clear glass) in, and park them next to your industrial plant like illustrated for maximum efficiency (Similar can be said about your metal industries). Naturally, if glass-making is your core production, then I suggest you only pin the sand/potash pile next to your primary producer (Magma, if possible), and elsewhere, just make a cluster of glass furnaces (non-magma) an ashery or few next to a reliable source, and make it a reasonably large collection pile, and link it to the main producer (magma-based, preferably). Now your industries where building supplies and etc. are concerned are unstoppable. For best efficiency for collection, 3x3 (or 9 tiles in area) - 5x5 wide (or 25 tiles in area) per-stockpile where heavier resources are concerned; that way every wheelbarrow will be used (3-wheelbarrow maximum per-stockpile, BTW; reason for so many smaller stockpiles to make up a much larger one), and stone hauling, as well as heavier items, will be like the old days, and be hauled in a jiffy.
EDIT:
Depending on what kind of wooden monuments or overall structures you're building, if you care about how it looks in visualizers like Stonesense, I suggest you treat them like the stones in sorting them out (There are some trees worth more than others, and others heavier than others; good to know stuff if you're building traps, or valuable trade goods; others just look prettier when visualized/Stonesensed). Alternatively, have a wood QS, and specify whatever relevant piles you're using for building projects and etc. for that particular type of wood. Trust me; some buildings will look a crap-ton better in Stonesense if you care about the wood used well enough; same can be said about produced goods.
Consider the following:
http://dwarffortresswiki.org/index.php/DF2012:Wood#Weight(Would be nice to have a Stonesense screenshot next to each one to further clarify the color output for those who use it.)
For example, I would rather beat the crap outta my sparring partner with a featherwood training sword, rather than an oaken one. Why? Because featherwood is lighter than balsa wood, and is essentially like LARPing, compared to breaking someone's hand with a good sparring shot with a rather dense and heavy oaken training sword. Consider your ammo this way as well. I'd rather my targets get hurt by oaken bolts, rather than featherwood ones, due to their weight/density on impact. Featherweight bolts are essentially equivalent to an Airsoft/Nerf gun.
Anyone care to test my theory on that last paragraph? The Elves may be annoying as hell, but they may provide us with more useful materials than we thought (since they provide featherwood much of the time) if danger rooms and sparring matches are to be considered with such material (again, testing may be needed to confirm my "LARPing sparring matches, and Airsoft/Nerf crossbow bolts" theory is true).
EDIT EDIT:
Where the proof on my part lies is that I've seen all kinds of intruders get obliterated by an all-oaken (10x)☼spiked ball trap☼ rather quickly (though I also have noticeably deadlier glass traps in case the first line gets jammed), although I don't know if poor-quality (10x)featherwood spiked ball traps (same arrangement) would yield the same exact result. Again, testing is necessary to see the effectiveness of the various wood types, along with how much quality really affects the damage output.