I don't use the Manager, but workshop orders with a fairly set seasonly cycle:
Spring:
- Grow crops (which is automatically enabled, plus I have a script to try to balance what to produce)
- Shear/Spin
- Start up production for the Mason, Mechanic, Carpenter, Glassmaker, Furnace Operators, Wood Burner, Smith
- Chop trees
- Gather plants that are missing (using script)
- Trade with pointy ears.
- Produce bone (etc.) crafts for a couple of weeks
- Cloth making is automatic
- Booze/meal production is controlled by a script
Summer:
- Process plants
- Harvest fruit (automatic)
- Grow underground crops that can't be grown in spring
- Make papyrus sheets once the spinning is done
- Produce bone (etc.) crafts for a couple of weeks
- Disable glassmaker when I've reached some level of maturity (it's very productive)
- Make quires once the sheet making is done
- Trade with humies
- Disable all production except lingering quire making and automatic production at the very end of the month (day before new season)
Autumn:
- Produce clothing
- Catch up on hauling (may not always make it before the end)
- Trade with dorfs (if not dead civ)
- Once hauling is in a reasonable shape, slaughter animals 3 at a time (about as much as the butchers/haulers/refuse QS feeder stockpile can manage in one go) until all that should be processed have been are done.
- At the very end of the season, set squads on active training and assign them to the training facility.
Winter:
- R&R
- Rotate training squads (and [de]assign training facilities accordingly)
- Disable martial training at the very end of the season
Obviously, things are thrown out of whack when sieges happen.