While I have no issue with spreadsheets either I have to disagree that it's required as I've heard plenty of people saying they use the DFHack autolabour plugin happily. Once you have a lot of dwarves it would make some sense to have the player define broad strokes/policies and have the game figure out which specific dwarves should be doing what (doesn't Dwarf Therapist suggest jobs based on personality now?).
Similar could work for ranching where you'd define the broad idea of what kind of traits you want selected for and then the dwarves manage it and report back every so often instead of forcing you to micromanage it.
Well, what you're talking about here is automation.
That is potentially a much better solution than just handing the player the information they need and telling them to still manually sort things out, themselves, but it may also be problematic. After all, the player may not always want to rely upon whatever the script automatically gives them for one esoteric reason or another.
Automation also really requires it be an optimization problem to start with. That is, there is one unambiguous, mathematically provable BEST way to divide your labor. There are so many factors whose relative importance are not strictly mathmatically knowable in DF that such a concept would be difficult to determine. For example, I care what my metalsmith's personality is, because that job's quality results really seriously matter. I don't give a crap how suited my threshers are to threshing. However, different players may care more about carpentery quality than masonry quality, and most "craft" jobs use the same attributes and personality traits, so you're basically asking a player to choose between various dwarves with various potentials being assigned to various crafts when everything has an opportunity cost, but that cost is difficult to weigh. (If a dwarf would make five times better a mason than a metalsmith, but they're still a better metalsmith candidate than any other dwarf you have available, which do you assign that dwarf to? How much is the marginal cost between that dwarf and the next dwarf down the line?)
This gets worse when you talk about mods. If a mod has different jobs with different values, how do you make the game recognize this in which dwarves are selected for what jobs?
And Dwarf Therapist isn't that helpful in that regard. It can allow sorting based upon attribute and preferences, but you need to manually set the weights to make it work properly, and it's still difficult to really weigh opportunity cost of putting someone who's a 52% match instead of a 53% match to make that 53% person into a different job they 60% match...
The thing is, again, when you automate this, and make the dwarf with the biggest match percentage just automatically take that job, there may be a whole host of other things you may prefer they do.
Autolabor works if you play the game the way that autolabor requires you play.
Would it be possible to create a flag in Autolabor to set a certain type of labor as 'dedicated'? Like say, set "autolabor HAUL_STONE 2 4 d", where D disables all other labors in the dwarves it selects, leaving them as only stone haulers?
A generalized "HAUL" labor would also be useful, and would act as a macro that sets all of the Hauling labors to the set values.
I'd make this but sadly I have zero programming skill.
I don't know why anyone would use autolabor anymore as it does not assign skills optimally and anyone who ever had diplomat responsibility has their labors auto-stripped, including former mayors and expedition leaders. If you have to use autolabor, then your only option there would be to assign them the stone hauling labor only in something like Therapist then put them in a burrow so autolabor will ignore their labor assignments.
But autohauler is designed so you get a lot more control. All you'd have to do then is set the dwarf's stone hauling labor as the only one active then set a labor with the forbid flag so hauling assignments are not changed, by default Alchemist is one. For either program though you'll have a problem with hauling jobs accumulating, so make sure that at least 5% of non-military are idlers.
Autolabor seems to be fairly blind in how it works, and works more by just randomly grabbing dwarves to make them do jobs as you need them, not as you would want them to eventually be worked up into becoming. That is, it works if you are focused upon the short term, not the long term, and would probably work best if you have a smaller fort, where you don't want dedicated dwarves doing only one task, anyway.
(But then again, I never really sat down and tried to work it out, and maybe it's been changed since then...)
Likewise, the current method of dealing with vanilla is to just set labors as you need them, and eventually move towards a system of one-labor-per-dwarf that only a larger fortress can really afford. The lack of efficiency is generally compensated for with raw productivity. However, it means you have little real capability to retrain dwarves or make up for losses by any means other than taking untrained peasants and assigning them to fill the holes.
Many manager games just plain don't have traits or potential just to sidestep all these issues to begin with. As it stands, some form of automation (dwarves pick their own labors) is necessary, but you still need to have some method of control as a player, to stop everyone from being a friggin' fisherdwarf in the desert, and nobody being a mason.
But basically speaking, yes, you can move away from spreadsheets, and use automation, but the problem is, it needs to both be very sophisticated as a script, (and it WILL be problematic,) and it needs the general mechanics of the game to be custom-fit to the automation that will operate it. And making the mechanics to fit the interface is the problem I'm flogging well past death.