Thanks and apologies for the time I've taken away to do other things. This probably goes on the modding forum thread, but I will put it here anyways.
You have the claw-wrap workshop to make clawwrap, flank blankets, and straps, but the clothier's workshop will make those same items, so there isn't really a need to have a separate claw-wrapper's workshop.
I believe the error is that you have a TOOL specified for making in the raws, and this is the case with pretty much everything besides the weapons. While I can go fix that as well, the clothier's workshop, leather workshop, as well as the magma forge and normal forge will produce all the items of armor the dragons have in their raws. I know the armor is supposed to be forged by the dragons using their firebreath (represented by requiring no fuel to forge the item). The only trouble you'll have is with making gauntlets that way, since I think there's missing functionality for modders to make left or right-handed gauntlets.
Edit: I've been running the save repeatedly for testing the bugfixes. I've noticed that the outpost liason and other flying creatures in the air just do not move or even try to go inside. The traders also haven't unloaded some of their animals, a bug I have never seen before.
I changed the reaction raws to produce the items. You want to look up the item tokens here:
http://dwarffortresswiki.org/index.php/DF2012:Item_tokentl;dr: Item types are
ARMOR if your armor or clothing goes on the upper body.
PANTS if your armor or clothing goes on the lower body.
SHOES if your armor or clothing goes on the feet.
HELM if your armor or clothing goes on the head.
GLOVES if your armor or clothing goes on the hands. This is bugged out for making said items with a reaction, so stick with the forge, leather shop, and clothier's shop. This doesn't apply to your mod, actually.
The other error is the reactions do not use a skill type to make. I'm going to go fix that, and reduce the number of pieces of cloth or leather for claw-wraps to either 2 or 1, whichever is in line with the amount used by the cloth or leather workshop (if the clothier's workshop only makes two claw-wraps per task, I'll make the reactions require 2 pieces of cloth or leather to even it out).
Edit2: It uses 2 pieces of cloth or leather to make 4 claw-wraps. I've named the reactions to make them clearer. I also adjusted the material required to make the armor in the special reactions, as well as in the forge (using material size) to adjust them somewhat. Claw-wraps retain [MATERIAL_SIZE:2], Dragonhelms have [MATERIAL_SIZE:4], so they use 1 bar each, and the full body armor has [MATERIAL_SIZE:10], so it uses 3 bars now. I think that's most of the changes to stop the bugs. Skills are fixed now. The ritual and forging of perfect sunstones or moonstones uses the Alchemy skill.
Updated file at
http://dffd.wimbli.com/file.php?id=7518