I don't mind the pre-existing groupings, but in practice the easy to use 'master' system for workshops is much much better and well rounded for actually getting workshop related jobs done.
- Mechanics aren't under stonecutters, but encompass a group as wide as mechanical theorists, mechanics that set up traps/build gears and machines, pump operators and siege engineers, so its a little confusing why they arent added or why they're marginalized the labor groupings
Right clicking to expand what jobs are done in the premade groupings with some checkboxes would be easier than setting up new ones/going into some advanced edit mode along the lines staying as "major" grouping, because i dont want all of my carpenters armed with axes, but i really don't mind if my former mason stonecutters whittle a few craftman stone trinkets out either.
If i had to re-do this system as a fresh suggestion, id use this screen to represent guilds, and workers grouped by association with a guild into doing some manner of official guild work, like them all wearing "the guild armband" so they complete their mining 10% faster or more efficiently to keep up quality, balancing this against guild-things that guilds do like demanding bigger guild-location rooms.
Maybe a slight nod in this respect to the old 'house' system in 2d with the house of ber and ter as a easter-egg to phoney guild official complaints.
So id go about my way like on 47.05 classic list, then bam, bam bam, assign most of my miners into the mining guild where they'll stay until unassigned with lifetime membership access to the guilds pool-table and private bar or something.