So, deadheading (also, sometimes, "repositioning").
In the transportation biz, it means the movement of people and equipment without performing useful tasks in order to perform a useful task. Or, as an example, you're a truck driver and pick up a load in Boston and bring it down to DC. Then, you drive out to West Virginia to pick up another load to bring to Buffalo. The DC-to-West-Virginia leg of your trip is a deadhead, or a repositioning trip, as you will it.
Basically, it's movement that doesn't actually accomplish anything on its own other than to get you where you need to go to do your job.
DF is really bad at optimizing this (or, perhaps in better tems, it doesn't seem to care that much). For instance, a dwarf will pick up a single stone craft at the workshop, walk it 5 steps over to the Finished Goods stockpile, and drop it off. He will then walk 100 steps to the complete opposite side of the map, pick up a piece of ore, and carry it 20 steps to the ore stockpile. He'll then walk 90 steps back to the craftsdwarfshop and move another single craft. When you lather, rinse, and repeat this over the entirety of your fort, you end up with a large percentage of haulers spending a ridiculously large percentage of their time deadheading. Ironically, the more optimized your input / output stockpile and workshop placement is, the greater percentage of the haulers' time is spent in deadheading.
Basically, you end up with forts thrashing.
Has Toady given any thought to ways to reduce the amount of deadheading? Alternatively, has Toady outlined the manner in which dwarfs select their next task? Obviously, workshop-based tasks get done with little-to-no deadheading (a dwarf will pick up a stone, make crafts, and upon completion largely immediately go and get the next stone, indicating that there seems to be at least some form of "Does my workshop have another task for me?" logic involved in the process). It seems, then, that hauling tasks are done in a much more random fashion: possibly, hauling tasks are assigned in the order that they are generated, and the dwarf just picks the next one off the list.
Even a simple weighting towards a task which starts close to where the hauler has ended his last task (i.e., "What's the nearest hauling task to where I am now?") would reduce deadheading by quite a bit, allowing a smaller force of haulers to be more productive.
The burrows arc may do some work to alleviate this - a hauler will only haul intra-burrow, and the burrow only has a crafts workshop and a crafts finished goods pile, so the hauler will spend most of his time walking between the two - but it will likely have no effect on the inter-burrow haulers, who haul 1 object between burrows A and B, then run off across the fort to burrow Z to carry something to Q, before returning to A.
Tangentially, this also relates to items which are claimed for a task and then are released when that task is interrupted. I've seen this most often with cage traps and smithing tasks. A mechanic, for instance, will pick up a cage in the Animals stockpile, and carry it most of the way to the unloaded cage trap. At this point, he'll get hungry, or thirsty, or decide to go on break, etc., and will drop the cage. Inevitably, a dwarf will then walk out, pick up the cage, and bring it back to the stockpile, requiring that the mechanic, once he returns to duty, pick up the heavy cage and walk it all the way back out again. Similarly, a dwarf will start working on, say, a golden statue, and will bring three bars to the smithy. Before finishing the task, he'll get interrupted, and three haulers will step over to bring the bars back to the bar stockpile, requiring that the smith pick them up and bring them back to the smithy when he restarts his task, resulting in wasted effort on everyone's part.
Anything that can be done to alleviate this - perhaps, even though the "Load Cage Trap" task is interrupted, the cage itself is still associated with the task and is unavailable for general hauling - would be welcome.