I woudn't know about a large number of instantaneous constructions. If I do a block of constructions[1], it's because I know it's not my concern what order things are done in. But
in the same pause I will apply subsequent solo/multiple blocks to give me the most convenient order of job take-up when play commences.
And surely it's not First In, First Out, but LIFO? It'll be the weekend before I can test this (don't ask!), but I'm currently convinced that's the principle that has always worked for me.
If I designate a swathe of floor over a gap, immediately cancel (still in the construction-pause) the corridor of floors that leads straight through the middle and to the opposite side, then redesignate them for building afresh then I get that corridor prioritised (though restricted by access, so >1 builders would start to do non-'corridor' floors from the first block, which is toletable) and thus get the access to the opposite side for... whatever continuation of work I'm rushing towards (another similar wide and long block of floor, possibly, or the cavern wall point that I'm going to dig onward from).
If I get to the point I then add later-accessible floorways, from the 'advanced guard' end-access, I may need to de-designate not-in-process building jobs and re-apply to shuffle these back to the (possible) top of the take-up queue. Before, of course, re-adding the new-block's newer-corridor which I still intend to be the primary primary build priorty. Easier to imagine than to explain, I think.
...but I don't do quite so much open-air/mid-air mega construction these days[3]. I have, though, siezed upon Dig Priorities to extend this principle to tunnelling[2], which both removes most of the FIFO/LIFO effect
and probably isn't under Common Labour Task rules anyway. (And I also guide miners, according to my own ideas of efficiency, by personalised burrows, which the Dig Priority addition makes advantageously more trivial to set up/maintain the micromaagement in Fire And Forget mode.)
I need to check all this myself afresh, though. Just for my own peace of mind. I may need to totally restructure my internally-mapped tactics, lest my current mindset fails me badly the next time it counts.
You don't need to know half of all this, of course. But I get carried away with this internal mulling over, sometimes, as all the old-hands here should be fully aware of by now.
[1] Walls (obv. not more than two thick on the thinnest axis, assuming build access from both sides, usu. 1x10ish at most) or Floors (self-prioritising to 'internal' elements where floating over a gap).
[2] Priority 1 of narrow corridors to reach out, with lower priority rooms.
Or a form of the opposite to enforce a complete room to be dug before the lower-priority 'plug' dig into the next room that reveals the next high-priority room (by this point, all the first room has been/is being dug by pre-commited miners... And unrestricted by the size and logistical restrictions (in vanilla, unhelped by DFHack extensions) that limit the equivalent practice by floors in mid-air.
[3] I used to do skyscrapers quite a bit, with alternating pinwheel floorplans that meant some practised forethought of how to use the wall-tops of the level below in some places and overhanging floors in others. Slightly simplified by the fairly recent change where the deconstruction of temporary floors (adjacent to where I needed to build floating external corners) is no longer dropping their material below but pulling it back onto the build/remove standpoint.