These might exist, but I've failed to find them.
Job priority to get e.g. the Grower to only perform farming jobs as long as there are any, and then Gather Plants as long as there are any, and then Haul Stuff (possibly with priorities there as well, so that Refuse hauling and Animal hauling can be taken care of before hauling yet another stone or piece of wood [want that hide to get to the refuse pile so the Tanner can pick it up, and the strays rounded up before the wolves get them]), but go back to the farming task as soon as another seed needs planting.
Ideally priorities would be assignable per worker, overriding a default set. As it is, I get bogged down by having to disable Hauling on e.g. my Milker when it comes time to do milking and then add it back afterwards, or the hauling jobs will just keep blocking the Milking, and it goes with most jobs that are not "permanent".
I think this can be done crudely with DFHack scripting/plugin by disabling the lower priority capabilities on the worker, run the job matching, and then adding capabilities back one after another until a match is found, at which time they all would be added back, but that will probably result in a mess in the GUI, where the player will see job capabilities being added and removed (apart from also using CPU). Hopefully there is a reasonable way of implementing this, though. I don't know if Repeat jobs in workshops are finished and then restarted for each instance completed, or if the job keeps going until the job (or capability) is removed. The latter might complicate things.
Dwarf Therapist (or similar) access to the pre embark screen, to allow me to allocate starting skill points to dwarves that are actually suited to the tasks. Currently I ignore allocating points and just get livestock instead, allocating the skills on arrival instead, but that probably doesn't work in a hostile environment where you need to dig fast and defend your miners from get go.