I like this idea, but options related to manager automation should be controlled per stockpile, default=off. Sometimes extra stockpile space is a really good idea, and no one wants their general furniture stockpile filled up with wooden doors or whatever, or all their wood turned to ash.
Absolutely, it should default to off. Fortunately, that's also the simplest way to initialize it.
Since people would be using the manager more, there should be an option in the workshop profile to disable certain jobs at workshop to be automatically queued (this would be time consuming to designate for forges that have many permutations of possible jobs)
Yes, as discussed above, that would be very nice. Granted, I feel that the two features, though synergistic, are in some sense orthogonal. That is, either would be beneficial, but the combination would be even better.
Good note on the forges. Perhaps they could work well with something like the stockpile interface, where columns correspond to menus of the "add order" screen. On the other hand, I wouldn't mind a messy, time-consuming interface for what is essentially a one-time event that would save me loads of time in the future, so even a single long list would be fine. Something like the way we disable cooking or brewing certain ingredients, perhaps.
However, it would be silly to do this change before the "take from" option is fixed. We really need to be able to have one stockpile take from many, and many stockpiles take from one.
This is a third feature that I consider orthogonal. I can also see why the limitation exists; it's essentially a single field on the stockpile being taken from. (It wouldn't feel so bad if the interface were structured that way.) Sometime, I'll have to test my theory that a long chain of specialty stockpiles could work, but it really would be more convenient to have a single mass storage that all of the smaller ones take from.
I disagree on priority, however. Auto-queuing orders would make my life even easier than many-to-many "take from" designations.
Also introducing "take from" options for workshops, and allowing/disallowing them to use non-stockpiled goods or allowing/disallowing use of goods in other stockpiles.... Brilliant.
Interesting. I would consider this a fourth orthogonal feature. Even less important to me, since it can be replicated by burrows, with a little extra micro-management.
There would have to be some kind of sanity check on this to avoid issues. For example, what happens when the manager comes to a stockpile, queues the max number of orders, leaves, comes back, and queues the max number of orders again. It would need to be able to check which orders had already been queued to make sure that it wasn't automatically queuing more than the stockpile could hold because of the latency between production and order creation.
That's what the bit about "less the total of that order already in the queue" is supposed to mitigate. If your bed stockpile has seven empty slots, and there's already one job in the queue for two beds and another for three, then the bookkeeper should only queue up another two. Yes, it's a bit of burden for the programmer, but it's an important safety check. Unfortunately, it's still possible to overshoot, during the latency between production and hauling to the stockpile, but that's a much smaller window for the bookkeeper to hit, and shouldn't be a problem for items that get used regularly enough.
There is also the issue of stockpiles being emptied during this process, which creates the exact opposite effect of the stockpile never getting to its full state. This problem would be exacerbated to either extreme during the early and late stages of the game when you have less/more stockpiles for your manager to handle.
In that case, you'll end up with a steady stream of job requests in the queue. The good news is that it's exactly what the auto-queue system is best at; ideally, your stockpile never quite runs dry, and your dwarves produce new items just as fast as they get used.
If, on the other hand, the stockpile is frequently empty, that means you need more workshops, workers, and/or raw materials for the job. The last one will be obvious from all the job cancellation spam.