My profession List is based on efficiency and testing. I've been more or less perfecting this set of 14 professions for the past 3 years or so, but it's not perfect yet. I don't have any "trash" professions except for the hauler (Teamster) because I like to still be able to produce quality goods and be able to minimize farm plots and maximize production. I do have a large amount of unskilled carpenters and masons but I fix that with dedicated workshops. With my professions I am sure to enable or disable. I usually have only 1-2 idlers and that's because of nobles.
Administration
The Administrator only one duty, that is administrate. I set my useless nobles (Mayor etc) to also haul and sometimes craft based on their skillset. I will give Bookkeeper, Manager, Broker, and Major/Baron etc the title of administrator, but Hammerer, Commander, Captain of the Guard, get their own titles. Chief Medical Dwarf I just leave as his profession name which is Physician. In a fortress of 100 dwarves, I will have however many administrators as there are noble positions that require them (usually 8-10 iirc)
Agriculturalist
I usually only have 4-5 of these per 100 population since food production is really based on good fertilizer use and skilled growers. Sometimes I won't even give them any hauling labor in later forts. They stay pretty busy with their single labor: growing.
Artificer
The Artificer is my most dynamic professions, I will almost always change their professions. Dwarves who are given artificer are usually highly skilled in crafting, masonry, or carpentry, or another 'industrial' skill that produces commodoties (except cooking related skills and smithing). Usually I will only have 3 or 4, covering all of the professions. Artificer is the only profession that will do gem setting and clothesmaking. Artificers don't do any construction or unskilled labors. Their time is freed to make bolts, crafts, bags, ropes, or whatever else needs doing. Usually stays very busy but due to the small amount of the artificers and the little labor variation they produce goods quickly. They do haul items and furniture.
Culinarian
The food-based workhorse of the fortress. Usually a low population. Only need 3-4 in a fortress of 100. Sometimes I will split them half-and-half brewer and cook. They also handle cheesemaking when necessary, with only 1 of them tagged for cheesemaking usually. They are limited to food hauling.
Engineer
Engineers are my metalworkers. There are usually 4-5 per 100, since furnace operating is handled by a different profession to free up my engineers for real work. Mechanics is is a skill that all engineers have in common, usually serves as busy work since many fortresses don't have a 100% uptime on their forges till a few years in. Engineers will get skills taken off that they are not good in, but I will always pick the dwarf with the most metal-related skills to be engineers.
Engraver
Engravers haul, but more importantly, they smooth stone. I usually have 1 or 2 per 100.
Fisherdwarf
This is a relatively new profession. I used to integrate fishing with processors and manually remove fishing on about 70% of them but have since just created the fisherdwarf profession. The fisherdwarf fishes and hauls, that's it. They almost always fish all day. They also do fish cleaning but again, they rarely leave the lakeside and stop fishing for anything else, kind of like my father when I was a child. Usually have 3 per 100.
Militia
Profession-less dwarves who handle my military. My military is usually only one squad for 100 dwarves and two squads for 200 dwarves. I utilize traps and drawbridges to close my fort to minimize having to labor military out. I have one squad of crossbowdwarves who are usually heavily armored in metal (but only 1 layer of armor and no breastplate), and one squad of "random" weapon heavy armor units. I prefer silver hammerdwarves but also use steel axes when I can get them, since some enemies can only be killed by blade.
Miner
I usually have 3 miners per 100 dwarves. They only have mining enabled, road building, and less busy haul work like items or furniture.
Physician
I used to have only 1 physician per 100 dwarves and have 2 or 3 nurses who handle other medical work such as dressing wounds and diagnosis, while leaving the heavy stuff to my main physician, but I have removed the nurse profession in favor of two physicians, since having a nurse and a physician usually meant more idle time for both. They usually haul but if a catastrophe happens I quickly remove their hauling labor and confine them to the hospital, which I keep very well stocked including its own morgue, food closet (with 2 stockpiles - 1 for food and 1 for drink) and the chief medical dwarf's office and bedroom attached.
Processor
One of two of my most populous professions. These guys handle many important food processes in the fortress, as well as some other fortress. Aside from fish cleaning, potash making, woodburning, milling, processing, etc, they also do furnace operating to take the load off the engineers. They do most things related to animals except animal training. They also prepare raw goods for artificers with spinning, tanning, weaving, and they also do wax-working, because I rarely utilize a wax industry. They are very numerous, with as many as 15-18 per 100 dwarves being processors. They do all hauling, and even construction. They also do bonecrafting.
Rancher
These guys milk animals, hunt, shear, train animals, etc. I usually have about 5 or 6. They also butcher, and strangely enough, make crossbows. Crossbows don't do damage based on quality except in melee, so I am not too concerned about high quality crossbows, but if a legendary crossbowmaker comes, I make him an artificer and remove crossbowmaking from my ranchers. They do animal hauling
Royal Woodsdwarf
Yep, its a profession with the sole purpose of cutting wood. I don't have these in low tree regions such as deserts or high mountains, instead I give some processors the woodcutting profession. The royal woodsdwarf usually doesn't haul anything except animals and trade goods, especially in my current fort which is in a high density forest, and instead he cuts wood full time. Usually have 1.
Teamster
I used to use these guys a lot, and reduced hauling on my other professions. A teamster does nothing but haul and construction. I have slowly stopped using them, in my most recent forts I haven't used them at all. Debating removal, because by expanding hauling labor of other numerous professions I have reduced idleing.
Worker
The worker does masonry and carpentry, as well as hauling and construction. I usually have a handful more workers than even processors, sometimes I have almost 1/3 of my fort these guys, 25-30. They also operate furnaces and do mechanics to take the load off of engineers. They do stone and woodcrafting. They stay extremely busy.
Thanks for reading. If anyone has any criticism I would be interested in it. I used to run with far less professions since I have an obsession with minimizing and organizing, but have since let go to that childish dream of minimalism and let myself expand with more professions. This created more organization and long term productivity. Without further ado, here is the file.
[info]
DT_version\major=31
DT_version\minor=0
DT_version\patch=0
export_date=@Variant(\0\0\0\x10\0%~\xf8\x3\x37O\xb4\xff)
[custom_professions]
1\name=Administration
1\icon_id=67
1\text=
1\text_color=@Variant(\0\0\0\x43\x1\xff\xff\xff\xff\0\0\xff\xff\0\0)
1\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
1\is_mask=false
1\role_name=
1\labors\1\4=true
1\labors\2\22=true
1\labors\3\9=true
1\labors\size=3
2\name=Agriculturist
2\icon_id=50
2\text=
2\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\x80\x80\0\0\0\0)
2\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
2\is_mask=false
2\role_name=Farmer
2\labors\1\3=true
2\labors\2\4=true
2\labors\3\5=true
2\labors\4\23=true
2\labors\5\8=true
2\labors\6\9=true
2\labors\7\39=true
2\labors\8\71=true
2\labors\9\73=true
2\labors\10\31=true
2\labors\11\75=true
2\labors\size=11
3\name=Artificer
3\icon_id=26
3\text=
3\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
3\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
3\is_mask=false
3\role_name=
3\labors\size=18
4\name=Culinarian
4\icon_id=43
4\text=
4\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
4\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
4\is_mask=false
4\role_name=Cook
4\labors\1\4=true
4\labors\2\22=true
4\labors\3\36=true
4\labors\size=8
5\name=Engineer
5\icon_id=19
5\text=
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5\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
5\is_mask=false
5\role_name=Metalsmith
5\labors\1\9=true
5\labors\2\14=true
5\labors\3\68=true
5\labors\4\46=true
5\labors\5\47=true
5\labors\6\74=true
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5\labors\15\80=true
5\labors\16\55=true
5\labors\17\56=true
5\labors\18\57=true
5\labors\19\3=true
5\labors\20\4=true
5\labors\size=20
6\name=Engraver
6\icon_id=65
6\text=
6\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
6\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
6\is_mask=false
6\role_name=Engraver
6\labors\1\8=true
6\labors\2\9=true
6\labors\size=19
7\name=Fisherdwarf
7\icon_id=12
7\text=
7\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
7\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
7\is_mask=false
7\role_name=Fisherdwarf
7\labors\size=23
8\name=Militia
8\icon_id=63
8\text=
8\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
8\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
8\is_mask=false
8\role_name=
8\labors\9\23=true
8\labors\size=13
9\name=Miner
9\icon_id=1
9\text=
9\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
9\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
9\is_mask=false
9\role_name=
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10\name=Physician
10\icon_id=70
10\text=
10\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
10\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
10\is_mask=false
10\role_name=
10\labors\size=9
11\name=Processor
11\icon_id=42
11\text=
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11\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
11\is_mask=false
11\role_name=
11\labors\size=44
12\name=Rancher
12\icon_id=10
12\text=
12\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
12\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
12\is_mask=false
12\role_name=
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12\labors\4\66=true
12\labors\5\15=true
12\labors\6\16=true
12\labors\7\44=true
12\labors\8\71=true
12\labors\9\22=true
12\labors\10\23=true
12\labors\size=23
13\name=Royal Woodsdwarf
13\icon_id=5
13\text=
13\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
13\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
13\is_mask=false
13\role_name=Woodcutter
13\labors\size=9
14\name=Teamster
14\icon_id=58
14\text=
14\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
14\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
14\is_mask=false
14\role_name=
14\labors\1\8=true
14\labors\2\9=true
14\labors\size=21
size=15
3\labors\1\9=true
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3\labors\5\74=true
3\labors\6\75=true
3\labors\7\50=true
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3\labors\12\54=true
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3\labors\14\56=true
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3\labors\16\33=true
3\labors\17\6=true
3\labors\18\7=true
4\labors\4\38=true
4\labors\5\9=true
4\labors\6\29=true
4\labors\7\31=true
4\labors\8\75=true
6\labors\3\12=true
6\labors\4\73=true
6\labors\5\74=true
6\labors\6\75=true
6\labors\7\22=true
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8\labors\2\1=true
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11\labors\38\35=true
11\labors\39\37=true
11\labors\40\40=true
11\labors\41\42=true
11\labors\42\43=true
11\labors\43\45=true
11\labors\44\54=true
12\labors\11\24=true
12\labors\12\25=true
12\labors\13\26=true
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12\labors\15\28=true
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12\labors\17\1=true
12\labors\18\2=true
12\labors\19\3=true
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12\labors\21\5=true
12\labors\22\6=true
12\labors\23\7=true
13\labors\1\3=true
13\labors\2\22=true
13\labors\3\23=true
13\labors\4\8=true
13\labors\5\9=true
13\labors\6\10=true
13\labors\7\73=true
13\labors\8\74=true
13\labors\9\75=true
14\labors\3\65=true
14\labors\4\16=true
14\labors\5\73=true
14\labors\6\74=true
14\labors\7\75=true
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14\labors\17\3=true
14\labors\18\4=true
14\labors\19\5=true
14\labors\20\6=true
14\labors\21\7=true
15\name=Worker
15\icon_id=8
15\text=
15\text_color=@Variant(\0\0\0\x43\x1\xff\xff\0\0\0\0\0\0\0\0)
15\bg_color=@Variant(\0\0\0\x43\x1\0\0\0\0\0\0\0\0\0\0)
15\is_mask=false
15\role_name=Mason
15\labors\1\8=true
15\labors\2\9=true
15\labors\3\11=true
15\labors\4\13=true
15\labors\5\45=true
15\labors\6\73=true
15\labors\7\74=true
15\labors\8\75=true
15\labors\9\22=true
15\labors\10\76=true
15\labors\11\77=true
15\labors\12\23=true
15\labors\13\52=true
15\labors\14\79=true
15\labors\15\80=true
15\labors\16\53=true
15\labors\17\60=true
15\labors\18\1=true
15\labors\19\2=true
15\labors\20\3=true
15\labors\21\4=true
15\labors\22\5=true
15\labors\23\6=true
15\labors\24\7=true
15\labors\size=24
To install this in your therapist in the case you want to try out my labors, create a notepad file, past that code into it, name the file "custom_professions.dtp". Open up Therapist, go to file, hit import custom professions find your file and wallah!