Some science was done (sorry, can't remember the link) that clarified # of items being largely irrelevant to your FPS. The main draw back was actually stockpiles generating jobs. Every empty spot in a stockpile generates a job (which then grabs a dwarf who has to process pathing). Temperature checks are also not an issue until you get flowing lava that forces them constantly. I believe this was the old post about the "no-dump" quantum stockpiling method.
That being said, I'd place a whole mess of wood burning furnaces and crank out charcoal. Store it in bins off to the side of your forges for a whole life time of coal. You probably delete the stockpile once most of them have already been moved. If you don't need the coal, the obvious answer is clear glass everything/glaze. You can glaze any type of stone item, so stone statues can get a coat. I wouldn't make earthen pots to glaze though, as you could have just made a barrel straight up (unless you want to snicker at the elf happily buying your tree-glazed beer pots). I honestly don't bother much with clear glass due to the several extra processing steps. If it was obscenely valuable, maybe, but it just isn't. As it stands, you have to burn a unit of wood, send it to an ashery to make potash, then send it to a kiln to convert into pearlash (consumes additional fuel!), THEN send to your glass furnace to combine with sand (and more fuel) to make an item with value-5. To recap: 1 wood+2 units of fuel (more wood), 1 bag (leather/textiles), 1 sand, 4 workshops/5 jobs (ignoring hauling between stockpiles/workshops) all for a base 5 value material. Billion/brass are both higher (6/7) and can generate EIGHT units of material for each unit of fuel (smelting from ore). All in all, I tend to ignore clear glass altogether >.> You don't need that much soap, but you can convert most of it into fertilizer and super-charge your farms. You can then turn the excess food into prepared meals to sell.