I know that there is an eventual goal that workshops will be a "workshop zone" with associated buildings/items instead of a single building.
Ideally I feel that this would involve having different reactions unlocked depending on the equipment or buildings in said "workshop zone".
Because I'm an impatient fool I'm thinking that it would be a useful "test" to have workshops that would take up an "intrim" position.
The change would mean that you'd have to specify equipment from a list similar to how you select things like "anvils" for forges, and that would control the reactions and reaction-outputs available for a workshop.
Primarily I'm thinking that it would be an opportunity to introduce more equipment, and for said equipment to have a "use" in world. Things like Forks, Tongs, Butchers Knives, Carving Knives, Saws, Cauldrons, Metal Kettles, Awls, Planes, chisel, or billows.
though this might require some substantial changes to the way workshop reactions work, and/or the reactions/recipes themselves.
the basic idea is that there should be some kind
I've heard from others, when these issues get brought up, that there is a want to abstract these things away and just assume a workshop "already has all this stuff anyway", but I think it would be better to make it unabstracted simply because of the "!!!FUN!!!" potential it produces as well as the "roleplay value". Certainly having to deal with, and/or account for stuff like "tool production" would likely upgrade the value of trade an either having a "well-rounded self-sufficient", or "specialized but trade dependent" fort.
So why shouldn't this wait for later? Wouldn't this just cause the game to lag up sooner due to a nontrivial increase in the number of objects that would need to be tracked? Perhaps, but as I see it, there's some value in exploring those while still having the building-tile workshops.