Hm, *checks* Mill plants is one of those detailless jobs that should benefit from workflow + gui/job-material to mill specific ones without stockpile links. I take it you were confused by the myriad of options available.
I can honestly say I don't brother with producing every type of clothing, though if you need 6 for that you've gotten lucky in worldgen. A random result I'm looking at now only has dress, robe, cloak, trousers, cap, hood, glove, mitten, sock, shoe - 10 types total. You could probably toggle off looking for silk/yarn/plant subtypes of cloth in specific as well, though that uses flags...
Hm. gui/workshop-job doesn't enable affecting that, but this should work (just select job after making it but before dwarf picks it (can't make them decide to take a different cloth mid-job) and enter in console/bind to hotkey in dfhack.init and use that hotkey):
:lua local j = dfhack.gui.getSelectedJob() local c = j.material_category c.yarn = false c.cloth = false c.silk = false local i = j.job_items[0].flags2 i.yarn = false i.silk = false i.plant = false
Dwarf definitely started using pig tail cloth for a previously silk and yarn jobs in a quick test. Obviously, I expect they'd also use adamantine cloth, if you had sewn any strands into it. Still, could cut down from 6 to 2...Still, not something you can easily automate setup of; when every fort has different placement of workshops a macro is not going to work.
Mind, I recall there were reasons for job-material to not do this. I think, amongst the others, was not permitting cooking of rotten food.