I would be happy to convert everything with the changes you suggest.
Faster with more power would require a custom powered workshop plugin, so if you (or someone else) made one that is possible, but with just building-hacks I can't do that (but like I said, if someone does make a plugin that can do that I would be happy to support it).
Limited input/output locations would be easy to do, consider that taken care of
Mostly what I would is provide the API converted to work with DFHack without the Rubble support stuff and a bunch of basic powered workshops. The drilling rig and other advanced stuff would be your job (but with the provided API to help that would only need a ~100 line script per workshop, with most of that code being boiler plate that can be copied from any other workshop).
It may be a week or two before I am done, I am away from my primary computer until near the end of the week. The next version of building hacks also has some features that I will need/want to make things more user friendly (the ability to run reactions at unpowered powered workshops (for use with setting adjust reactions) for example).
Are there any workshops that you do not want? I have a lot of basic workshops, and some may not fit your idea of how gnomes should be.
Creature injury would also be easy, basically I just need to make it so that if the input search function can not find an item it finds a creature to mutilate instead, simple (that may make a good option for the Rubble version as well!).
No matter what I come up with you will want to make lots of tweaks (your own workshop graphics for example), but that is easier than making something from scratch