Unfortunately I cannot specify wood: make paradise (nut wood) bed
or specific stone: make calcite door, etc.
As with anything else that you're bothered with various factors unique to a workshop (skill-level of assigned worker, physical location of the workshop you want to do the production), don't use Manager-queued jobs for this.
Do without specifying anything that might clash with your exacting requirements, explicitly link to the workshop (in this first case the Carpenters' Workshop) from a specifically-stocked stockpile (again, for the first, the one with
only nut wood), then ensure that there's a carpenter (burrow-restricted, if necessary) happy to do the work you manually request. (You can also just use proximity-priority, but more micromanagement may be needed to keep an eye on what's happening.) Spam '10s'-worth of jobs (topping up, as necessary), if you want a large order fulfilled. Or just set to (r)epeat, having ensured that the correct amount of materials are in the supply-stockpile. (Which is not going to get refilled, to avoid Sorcerer's Apprentice fun in over-multiplied output!) Once materials have run out, the job self-cancels with a message, and you then check that you actually got what you thought you were asking for.
OTOH, if you've only
got one carpentry place, only ever linked to the Nut Wood pile, the Manager (as many batches-of-30, and then the remainder)
is actually still useful.
I tend to create workshops in 5x5 rooms, centrally, surrounding them (by 'painting over' the whole 5x5, once the workshop footprint has 'reserved' the middle 3x3) with stockpiles intended for specific input and/or output items, related to that workshop's purpose. A may have a workshop that will be surrounded with marble (and made of marble, if I'm feeling OCD!) just to make marble items such as fancy rock furniture, another workshop surrounded (and made of) slate for slate blocks (if that's what I've decided I'm building all my external walls of) and a third (crafts) workshop surrounded by 'ubiquitous but unwanted' rocks, for turning into trade-goods (mugs, the full range of crafts, etc). Obviously I can't use the Manager to make sure that blocks are being made in the slate-mason, whilst coffers/etc are being made in the marble-masons, but I could (if I have no other Craft places) spam 30xMugs in the manager.
I also sometimes have a specific "magmasafe rocks" masonry, either all-those-magmasafe, or for a specific rock that I know to be sufficiently common, to engineer the magmasafe mechanisms and floodgates and whatever, removing all specified magmasafe rocks from any of the other 'general purpose' masonry stockpiles, with all the same links/restrictions, so as not to waste time making random-material items that are of no use to me.