1. No. Crafts are nabbed by dorfs hauling them to the trade depot or a stockpile. You can, however, create cat bone scepters and order hauling of them between two stockpiles and assign the bugger to hauling them (remove all other jobs). There's also a force equip DFHack script, but I don't know if that works for wearable items only.
2. Do generation as a background activity (e.g. go to sleep while the computer works on it).
3. It's per job. There's some bug that allows concurrent work in some workshops under unknown circumstances, but they're not sharing materials.
5. Why do you want to? He'll go for his favorite drink if it is available. If it's a particular dorf you can set up a burrow that does not include that stockpile (note that regular burrows are overridden by civilian alerts, releasing Urist).
6. Mugs are used to drink booze (dorfs can do without, but get an unhappy thought from it). That happens in two fashions:
a. Urist grabs a mug, goes to the booze stockpile, picks out his favorite barrel, drinks using the mug, and drops the mug.
b. Mugs stored in tavern containers are used by tavern staff (bar tender and "performers") to shove booze down the throat of patrons. Those mugs are reserved for that purpose, and may not be used by patrons.
Apart from a few in the tavern, if you've got poisoners allocated, don't use a stockpile for the rest of them. Dorfs drop them in the booze stockpile for the next dorf to pick up and use, so stockpiles just result in needless hauling (the same goes with toys and kids).
Note that there's a bug which causes dorfs injured so they can't grasp to still grab a mug to drink, and then sit on the barrel thirsting to death. Those dorfs drink directly from the barrel if no mugs are available, but it's a pain to micro manage, so you're better off exiling those unfortunates to a retirement at a subservient holding.