In my personal all-races mod, elves have automatic, instantaneous reactions at their wood-growing workshop that turn wooden logs and items into an inorganic look-alike with near-identical material properties. Not having [WOOD] seems to make it acceptable to their kin, and the carpenter/craftsman just use logs as raw materials, without checking what said logs are actually made from. Apart from its absence in stockpile settings, I haven't found any real drawbacks to using this pseudo-wood.
INORGANIC
[INORGANIC:ELFWOOD]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:elfwood][DISPLAY_COLOR:2:0:1]
[MATERIAL_VALUE:2]
<<IS_STONE]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:700]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20000] Twice as strong as normal wood
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:80000] used pine
[SHEAR_FRACTURE:80000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:5000] 5x normal
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[NO_STONE_STOCKPILE][SPECIAL]
[BLOCK_NAME:plank:planks]
REACTIONS
[REACTION:ELF_SANCTION_WOOD]
[NAME:sanction wood]
[BUILDING:ELF_WORKSHOP:NONE]
[REAGENT:wood:1:WOOD:NONE:NONE:NONE][REACTION_CLASS:WOODEN]
[PRODUCT:100:1:WOOD:NONE:INORGANIC:ELFWOOD]
[AUTOMATIC]
I also added [REACTION_CLASS:WOODEN] to the Wood material template, to distinguish actual wood from Elfwood.