I still think (I 'suggested' it years ago, almost when burrows first happened) there should be a set-based meta-burrow definition.
Define Burrow A as <bedroom area>, Burrow B as <dining area>, Burrow C as <worksop area>, etc, then let you define Burrow J as A+B+D+F(+...) built of the units that you have defined (meaning you just need to alter B when you add/remove a dining area, and it trickles down to all those bigger sets you had reference it).
But include subtrations (in your case, assume a whole-map default or any other set of decined burrows minus <don't go here zone>) and intersections (maintain a safe <within the defensive walls> burrow and the noobie woodcutters assigned a (Forest∩Safe)+BedNBreakfast derivative (or (Forest+BedNBreakfast)∩Safe, which may be the same, if BedNBreakfast⊆Safe the way you defined them) will confine their tasks more than the ones given the looser Forest+BedNBreakfast meta-burrow.
...but it isn't. The best you can do right now (what I do) is define those node burrows you want to add and ensure membership is given to all common subsets (bedrooms, dining, a choice of working area) for all members of the fort and then trim away awkward areas (in my case, magmaduct areas that I'll eventually be restricting access to in the final prep to flood them, in your case the refuse area) from all other broad zones that it intersects with, creating a burrow in that gap for just those you're needing to go in there, and adding this
only to their list (or, rather, adding only them to
its list of membership).
It's a bit more of a pain to administer than the extended way (keep an eye on all idlers, and those suffering need-wants, and make sure they're not omitted from their particular bedroom or task-suitable work area) and any dwarf with
no memberships is harder to spot (if you don't have a coverall sleep/dining burrow system within which you can plainly see their absence from assignment when you check, as I therefore do[1]) but I muddle along and it ought to do as you require if you can follow it up with the required micromanagement as you change/expand your various fort footprints.
[1] If I
really need to get something dug (an economic stone area or a search for magma, etc) then I will remove a given number of miners (usually one, per 'front' required mining into) from the 'universal' neexs burrows to stop them trekking back for food at the first hint of hunger, etc, but will judge a goid time to give them back such allowances (before they get anywhere near the point of desperation) and deprive their replacement (checked as being recently sated) so that they take over. It's usually mining, but sending a mass of wall-smoothers/debris-dumpers into the magmaduct in order to neaten it up before flooding is another such abuse I might make (for every free hand not on other priority work), and production could also be so forced in workshop-only membership if I've suddenly realised I'm not prepared enough for the wagon that just appeared, or mechanisms fast-tracked when I'm a bit short for the latest leverfest stage of my construction, etc. (Yes, there's now a better workshop-forcing mechanism, but I might help it along a little.)