In fact, I am so stuck to this system it is now more of a bad habit that makes all my forts boring, so I have to make conscious efforts not to dig 11x11 squares everywhere.
Sounds like me.
I tend to go for 2x2 array of 5x5 rooms within the 11x11.
- for workshops (that aren't 5x5 themselves, including 1x1 querns, etc), I centre them and surround with a stockpile; or a stockpile that I half undo to overlay another stockpile to 'ying and yang' to give either two handy type-specific inputs, or a handy input and a handy type-specific output, depending on the need. Or two outputs for butcher, especially, food-products and non-food products, to quickly stem workshop-rotting, even if I've set it up below an open-air chimney to negate that problem at source. Doorways are centred across each 5-length wall internal and external for maximum transit (may put doors up, when I can).
- individual rooms (blocks of four) are connected only by one door to the outer corridor, in strict pinwheel rotation, always doored, bed oposite wall from entrance, any additional furniture in strict order, smoothed all over
- Noble Suites are an "h" of rooms, one entrance to the office/dining-room (according to priority for role need), with the dining-room/office beyond, bedroom to the side and personal tomb off of the bedroom. Regardless of actual requirements. Chair-table pair, bed or sarcophagus sit against the wall opposite the entry (or the undoored wall, in the entry room), furniture as required (noble-needs and/or quality up-scaling) gets put into the corners. The walls and floors are smoothed all over, probably by the time I install a resident, but I prioritise doorways/door-jambs, room-corners and the defining-furniture spot ASAP (prioritising the "h" dig, then the remaining room).
Farms use the whole 11x11, with 11 1x11 plots (not optimal, I know) striping. Orientation flips between adjacent farms. Large-room Stockpiles may follow this pattern too (especially the Depot-staging one, where I reassign the contents of each according to the latest trading whims/directives). No smoothing (farms are in soil, anyway), doorways are maybe centre-edge, rarely doored (if I do, these are wooden, the only exception to my all-stone system (maybe favoured-metal to match a paryicular noble's desires).
Very rarely I fill with a 3x3 array of 3x3 rooms, centre-edge doors all over, for certain stockpile options. Later on I may rip down the internal walls, but leave the revealed floor unused. Maybe external doors installed (3 per corridor edge), never internal ones, no smoothing.
(I may use 3x3 3x3s for individual worship areas, just dug out in the 'social' zone and then designated when I discover a need. The library(/ies) tend to be 11x11, modelled on communal Dining Room areas. I rarely
properly set up a Tavern. Oh, and I'll probably set up an archery-range by neglecting a cross-corridor or two to link up a couple or more 11x11s (and 3x11s between) to make a 'long room' over two Z-levels, to give five targets with my patent bolt-saver drop-offs to the layer below for all misses to be retrieved.)
The 3-wide corridors are initially dug as parallel paired 1-wide corridors, between 3x3 stairwells at intersections (expanded out from centre-stairways made during Exploration, terminated/masked/construction-walled according to what they need to do to pass caverns as they're discovered). I then set up rampways along the centre-division (diagonally-vertical travel) in a strict "vertical slice herringbone pattern" that does not quite as much aesthetically as it does in my head. All centre-partition that does not support the ramp is dug away... eventually. It's basically my "this level is now done" signal, or at least that all adjacent blocks no longer need more refinement, even if there are outskirt blocks (from fingers of corridors, already dug) to infill/digout with detail. (Prior to partition-removal, the ramp-tile also acts as a possible cut-through between 1-wide corridors, usefully for shortening some same-layer hauling paths.)
Interaction with caverns, magma, water infrastructure, etc is treated as it needs to be treated (while maintaining the same general footprint beyond interuptions). The surface (and near-surface, where surface ditching/other undulations intervene) is a semi-projection of the subsurface. This tends to make it enough not-boring for me to not worry that I'm being too set in my 'boringly' rigid grid-system. There's plenty of other challenges to my pre-conceived planning. Worrying about how to vary my framework dig-plan more organically/spur-of-the-moment is not something I feel I need to crave. There's plenty of tween-grid variations needing to be made, as well as(/due to) other operational concerns!