Seriously though, you really don't have much work to give your dorfs. So they either sit around doing nothing (60+ idlers), or you give them tons of busy work that you get burried in the FPS load of all those crafts and spare items collecting dust.
For now... I'd say take half of your idlers and turn them into the military. You still actually need idlers, as they are your standby/get stuff done now force. If you have 0 idlers and need to haul a bunch of stuff, have all your dimple cups ground into dye, press those rock nuts, etc (jobs were skill hardly matters), you want that fleet of peasants to jump into action and get it done NOW without having to micromanage your skilled workforce (well, I don't need to make more weapons, so I guess I can turn hauling on for him right now, but I still need to forge more armor...)
Later, you can keep a "core" of artisans (legendary metalworkers, clothiers, jewelers) and support staff (farmers, cooks, brewers) supported by twice/1.5 times that in haulers and other scud labor. Everyone else goes into the military. At first you can't really afford much of a military (maybe 2-5 token members to chase off early megabeasts), but later on you'll have ~30-50 civilians compared to 150+ strong military... mainly because there is just nothing else for them to do but train and fight. Then you get bored and decide to play with the circus, die, then start everything over again
Another consideration is that trained, active duty military personal are incapable of having a strange mood. However, if you release them from training/duty they revert to civilians and count as strange mood bait again. See this for a more in-depth explanation of strange moods in general (weighting, selection, caveats, etc). Basically, once all of your artisans have entered a strange mood, you'll have to catch your military off-duty or start grooming your haulers for moods as well. Dwarf Therapist will also tell you what a dorfs "highest moodable skill" is- it can be soemthing as low as level 1 if no other moodable skills are higher than that. You... don't need more wood artifact mini-forges, do you?
http://dwarffortresswiki.org/index.php/DF2014:Strange_moodOne last point, is that when retiring a fortress it will no longer need to generate food/clothing/wealth, but it'll still be attacked by goblins and such. During that time, having 110 legendary warriors in masterwork equipment will have it stand a far better chance of repelling invaders while you work on another fort (if that is your thing, I like to "expand" my civilizations). Basically, when sieges happen all defenses that funnel/break up/kill off invaders and all traps placed (from the trap menus) are ignored. Instead, the game just calculates an all out brawl between both sides considering the skills/equipment/total numbers of both. So if you only have 10-20 military professionals when attacked, you'll be swarmed in an open brawl with 100 goblins. However, if you retire your entire fort as activate duty armored and armored soldiers... You live in a peaceful area, but you still need soliders to fend off forgotten beasts and dragon attacks. FB's/MBs are known to clear out sites and claim them as lairs. I've reclaimed a (world generated) dwarven site, only to find an FB chilling in one of the back bedrooms.