Personally, I think managing foot traffic with workflow considerations negates most of the need for a circular layout.
Take for instance, a vertically integrated production line. (Yes, I know that is horrid market speak, but I mean it in the literal sense.)
Let's say, a jeweler's assembly line.
This jeweler is intended for pasting loverly little glass baubles all over trade goods puked out by the ceramicist above him in the production stack. We have a 5x5 room, with a central staircase column on each floor of the assembly line. The jeweler gets his green glass baubles from a directly adjacent jeweler, who gets his raw green glass from the glassworks, that is adjacent to the ceramicist, both of whom have their material supply yards either directly above the workshop, or right next to it.
So, we have something like this:
Lv1: a contrived layout (likely using dfhack. Shh. I won't tell.) Where we have a Kiln, Clay harvesting tiles, and stone storage for raw clay tucked inside a 5x5 room. A wall with a 1x wide opening separates this room from the equally contrived glassworks and sand collection site in the next room, which mirrors it, except with sandbag storage instead clay boulder storage.
The room above holds a charcoal storage bin stockpile that spans both rooms.
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KKKXC|SXGGG
KKKCC.SSGGG
SSSSS|BBBBB
SSSSS|BBBBB
Lv2 through Lv4
Just Finished goods, and Gem stockpiles.
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Lv5:
Here we have the 2 horizontally supplied jewelers, the cutter on the right, and the setter on the left, and some local stockpile space for cut (left) and raw (right) gems.
JJJGG|GGJJJ
JJJXG|GXJJJ
JJJGG.GGJJJ
GGGGG|GGGGG
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Lv6 through Lv8:
Finished goods storage, output from gemsetter above.
Note that the assembly line doesn't need a right and room anymore. That space can be allocated some other way. Perhaps adding a glazing process?
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Lv9:
Minecart transport station, with access to above stockpiles.
Why this way? The pathing distance for the workshop drones through the up/down staircases is very minimal, compared to the total storage space allocated for the assembly line. The drone will/should store goods near the stairwell, before putting it further out, because the pathing distance is less. As such, the workshop drones don't stray very far from the jobsite when accepting or delivering product.
The bottom of the assembly line is the minecart transport station, where bulk freight is loaded, then kicked off toward the destination using either powered rollers or impulse ramps.
In this case, this is clearly a bulk tradegood mass manufacturing system, so this cart track stops near the trade depot, and dumps right on top of said depot, then returns the cart to the loading station. This way when you want to trade, all those glass studded ceramic tourist bangles are right there, ready to go.
Careful planning of the locations of each of these workflow cells, based on the inputs and outputs of each industry, will radically reduce walking by your dwarves, and epic quantities of....stuff.... can be made very quickly.
Again, the issue is the memory allocation problem with too many vertical assembly shafts being put on top of each other. Using short minecart loops to put logically stacked cells so they are parallel to each other, and avoiding using dwarves to ferry it the extended distances, can help with that.
You should link the workshops with their stockpiles, so that dwarves don't get wild hairs to run off across the fortress to go get that one special sock that they feel really needs glass baubles put on it, and other such foolishness.