For my workshop area I go for efficiency rather than aesthetics. My craftsdwarves never have hauling labours enabled after the first migrant wave, for instance.
I make one large stockpile area (which actually consists of 9 different stockpiles adjacent to one another) and designate the most relevant item types to each one. So in the upper left I might have my stockpile for leather goods, at the top I'll have a stockpile for precious stones, in the upper right wood, etc.
The relevant workshops are built into the walls in 3x5 rooms, with a 6-tile stockpile next to each. Why? So I can dictate the exact type of stone my mason uses to make doors by setting that stockpile to hold only it, or ONLY use fish bones for bone bolts. I'm slightly anal about such things and am known to chasm the first item the mason makes if he picks up the wrong kind of stone.
This way I can ensure that the workshop area is out of the way from the sleeping area, highly efficient, and will not have too much traffic - raw materials are available right there and haulers will bring in new items as needed, without crossing paths with the craftsdwarf.
As for the workshops themselves, the butcher's workshop is always right behind the tannery, which is next door to the leatherworks. The smelter is next to the forge and furnace, etc. For me, the workshop area is more symbiotic than symmetrical. But that's just me. It's relatively easy to make a symmetrical layout with the general idea of symbiosis in mind.