I apologize in advance for trying to mess with everyone's different projects. 'Tis my nature to try and shape and unify things.
Despite the modular vision of the new Masterwork, a lot of the different races share each others' technologies in some way or another, whether by default or through tech-stealing reactions. However, some of these systems are inconsistent, particularly among the races created by different people (that is, the orcs, succubi, and gnomes). For instance, orc chemistry and dwarf chemistry work in different ways, gnome tinkering uses different parts than dwarf tinkering, and the systems for warlocks and succubi for soul extraction are different. I thought it would be a good idea to try and organize everything into some organized table describing the different technologies, so we can unify them better and better streamline the mod as a whole.
For technology shared between races, perhaps a single workshop could be shared. Alternatively, if the tone of the races are very different, the same reaction could run from different workshops. Anyway, this topic is to discuss the details.
Races that steal or buy plans for other race's workshops can be tricky. One possibility is for each stealable workshop to have a copy that requires a blueprint, and make all associated reactions run from either version. The other possibility (which is neater) is to have the workshop always require a particular item that only that race can produce, and have the item be stolen instead. (If all else fails, a blueprint will suffice).
Note that I am including Goblins and Elves in this chart, despite the fact that they haven't been made yet.
General outline/brainstorming:
Basic workshops (Stone/Wood/Bone/Gem-Crafter, Furniture Shop, Tailor Shop) - Shared by everyone
Advanced Metalworking (Crucible, Blast Furnace, Metallurgist, Finishing Forge, Weaponry, Armory, Metal Siegeworks) - Dwarves, Humans, maybe Orcs (with blacksmoke versions)
Lesser Supernatural Forges (Stoneforge, Gemforge, Glassforge) - Dwarves, Succubi (hellfire put to utilitarian use?)
Rune Weapons/Armor - Dwarves, Orcs?
Chemistry and Gunpowder - Dwarves, Humans, Goblins
Guns - Dwarves, Humans, Gnomes (after purchasing gunpowder)
High-Power Explosives (Mines) - Dwarves, Goblins
'Sneaky' traps - Kobolds, Goblins
Tinkering, advanced machinery - Gnomes only
Turrets, turret armor, and other gun-utilizing machines - Requires gunpowder and tinkering-based machines combined, trade for the missing component
Libraries and Scriptorium - Dwarves, Warlocks
Animal communion - Gnomes, Elves
Soul Extraction - Succubi, Warlocks
Fleshcrafting - Succubi, Warlocks
Arcane Magic - Humans, Warlocks
Shamanic Magic - Orcs, Kobolds
Weather Magic - Elves, Kobolds
Blood-focused Religious Magic - Orcs, Dwarves
Pantheon-based Religious Magic - Humans only
Advanced Fletchery - Orcs, Elves
Efficient Animal Material Use - Kobolds, Orcs
Ironbone/Bloodsteel - Orcs, Warlocks
Animal Armoring - Dwarves, Humans, Gnomes
Raids - Orcs, Warlocks