I have a quickfort template that makes four 5x9 rooms arranged around a central 5x5 square, with a 2x2 hallway all the way around the outside and 2x2 up/down stairs in each of the four corners. I recently added more stairwells so there are now 12 2x2 stairwells dispersed on the perimeter.
Seven of these stacked vertically makes the manufacturing center of the fort. Each room holds two workshops, surrounded on all sides by appropriately matched input stockpile. (Plant type D workshop rooms get three workshops, but one of them is a quern and thus can be squeezed in between the still and the farmer's workshop; similarly, plant type F workshop rooms get three querns.) I put 11x11 stockpiles on the perimeter as needed for output or overflow input. Level 4 also typically sports an eggery, located near the butcher.
Level 1: mason/mechanic/carpenter/craftsdwarf (stone)
Level 2: plant processing (types A/B/C), fishery
Level 3: plant processing (types D/E/F), cheesemaking
Level 4: kitchen/butcher/tanner/leatherworker
Level 5: loom (x2)/dye (x2)
Level 6: clothiers (x3)/craftsdwarf (bone)
Level 7: wood furnace/ashery/soapmakers/craftsdwarf (bone)
I'm coming to the conclusion that I don't need two sets of dye shops, and will probably replace one of those with a craftsdwarf.
Metalworking, smelting, glassmaking, and kilns are separate from this structure because of the need for magma. I used to have a template for magma workshops but it doesn't work well with minecarts, so I've been experimenting with different approaches.