Moving the door to the clothier's studio is a good idea. Personally, i'd just install a second door in the back.
(I was more focused on getting a good spread of seeds for realistic seasonal crop rotation, and evaluating candidates for future labor assignments than I was on high efficiency production. We now have all the seed types that our neighbors have, and that our site offers natively, which is good. Disappointed over not getting hemp though. The sponsorship of the fledgling clothing industry came after noticing that we had no clothier, no candidates for being a clothier, and that we were both drowning in births, and showing initial signs of clothing deterioration in the adult population. I noted that there was a pending problem that needed to be arrested early to avoid serious consequences on the tantrum-related front, and was seeking clever solutions to resolve it late into my tenure. Just getting it deployed was an accomplishment. Improving efficiency is good. Feel free. Considering that there is STILL a shortage of clothing items, after having my candidate hammering out sets of socks, shoes, trousers, and tunics nonstop at a sufficient rate to turn him from "no skill" to whatever is above proficient in one year, i'd say that my concerns were justified. We would be in considerably worse circumstances had I not at least made the attempt. Since I was also bootstrapping agriculture that same year, I padded the process by buying up crappy elf-fabric in bulk to fuel the learning process. Sadly, I have to start from scratch with the new candidate. Setbacks. Intolerable.)
It's a shame. The FIRST patron I started grooming was only 2 skill levels away from legendary before he was eaten by the wereskunk. We REALLY need to expand on the clothing and weaving industries to keep this many horrible children beards fully clothed. We can only expand on the weaving side at the moment, but it does us little good to expand there with no industry to take the resulting raw material, except perhaps as a trade commodity. Our civ needs armor and weapons more than it needs raw cloth though.
Stupid wereskunk. The clothing industry should have been at full tilt by now.
The next industry that I intend to give patronage for is the milling industry. Seems silly, but it is a prerequisite for dying industry, and it has side benefits in the food services industry. I have the farm plots producing large quantities of winter grains. Most of that is surely going into making beers of various kinds, but I would not be at all surprised to have a surplus of such grain. Milling it into flour will make useful training fodder for the sponsored mill, and useful quantities of flour for the paltry kitchen in the plum-- as well as building a strategic stockpile of dyestuffs to hammer through when the dying industry can be sponsored.
I have hopes that the goblins will send us a webber demon leader at some point, so we will have a surface source of silk. Capture of any such creature should be prioritized over killing if possible, even with the low value of webber demon silk as a raw material. It still satisfies mood requirements, and beats having to manage a strategic stockpile of traded silk. It's probably a silly hope, and even sillier to hope for capture without cage traps-- (It CAN be done though)-- but I still have it. It would be a very nice thing to have.
We already have craftsdwarf and masonry workshops and suitably industry owners, however we may consider relocation of their industrial center to some place more efficient considering the location of the mine. (Stone boulders are heavy and slow to haul.)
I dwarfed a legendary pump operator as a glassworks industry owner (by request), but we need increased fuel supplies, (and a healthy clothing industry to supply bags) to operate it at more than novelty levels of production.
We also have abundant clay which is a useful tradegood when fired into crafts. It is also useful for making "Clay cabochons" without depleting stone boulder supplies, for bootstrapping a gemcutter/gemsetter industrial base.
Reform of the animal husbandry industry (for meat, wool, milk, and bones) to make better use of animal pastures as "Goblin distractions", as well as to improve and streamline industrial output, should also be considered.
As far as the Elven Menace is concerned: I wanted to avoid 2-front conflict until our military industrial complex had sufficient recruits with sufficient levels of armaments and training that they stopped being steel clad "just add goblin" instant corpses. Military training seems to be proceeding well, and recruitment is high. If you feel we can repel multiple invasions per year, go ahead and start pissing the pointy haired hippies off. At the time the ultimatum was issued, our military was.... laughable. Placating the foul smelling tree hippies was a temporary tactical move. We had sufficient wood on site to sustain industrial output (with a little clever re-creation of initial infrastructure to more dwarven stone structures) until that condition changed. If it has proceeded sufficiently that we can repel multiple invasions per year, by all means, start murdering elves and clearcutting trees. Just be aware that at least some of our food production still comes from fruit collection and processing, so leave some strategic fruit trees uncut.