I've found that designating large areas to become ramps is by far the safest method of 'strip mining' or digging large pits. Just do one level at a time, designate the entire level to become ramps then remove them.
A method I use with ramps is to designate a 'strip' of ramps at a time. When creating a ramp, any previously created ramps which only abutt the block you have now ramped are removed.
Only when you ramp a block without any further abutting undug blocks (which you could have designated as a ramp to remove this one) do you need to set "Remove ramps/stairs" after the fact.
Practically, this is great for clearing a plateau. After ensuring there are no trees on the top (or anything else that will cause cave-ins), designate either all 'outer' solid blocks to become ramps, or the western-most edge, then when enough new blocks become similarly to make it worth redesignating for your existing taskforce of miners, do so. If you have (or will get, after following the above instructions any number of iterations) any "spurs" of 1xN (or more convoluted), just designate the end block of each as ramp, and don't ramp the next block in until the prior end block is ramp (with prior end'block's adhjacent ramps are now gone). A bit of forward planning (e.g. straightening edges to make more square, or taking corners first to make more 'diamond'-shaped) generally resolves this, modified appropriately to take account of any bits of ground that contains sunken pools (filled or otherwise) that you'll be breaching the edges of. Continue, to taste.
When it comes to sinking mine-shafts intended to have vertical edges (as opposed to "inverse pyramid" quarries), the inner edges of the shaft that you ramp will still have the outer edge that you don't touch, so you'd need to designate "Remove ramp" on those (and ensure they are gone prior to trying to designate ramps on the same spot on the level directly below), but if you can plan the ramp designations properly (with a little bit of micromanagement) all points set away from the natural wall by at least one block width will get their own ramps removed automatically. Two variants of designation that I tend to use is either "W->E strip designation" or from the centre outwards.
If you are desginating a large enough shaft, you can even have multiple Z-layers being dug out by starting with a central 1x1 ramp, then the edge 8 of the 3x3 area centered upon this, which gets rid of the original ramp and allows you to safely set a 1x1 in this position on the level below, at the same time as you're designating the 16 'edges' of a 5x5 at the original level. When the 5x5 is ramp-edged, at Z-1 you can designate the 8 edges of a 3x3, allowing safe access to designate a 1x1 spot at the Z-2 level. You can continue this for as long as you do not get stupid about it cause problems by breaking the rules, or encounter features (from additional trees/lanscape on the top, to underground aquifers/other features down below) that you need to deal with to safely continue. And at any time you can stop expansion of the upper level's size in one or both axes and optionally remove any edge ramps that you won't need for future access where you want to expand the Z-n up to that self-same edge position.
And I've a horrible feeling that the above is far too complex to describe, but it took an awful lot of diagrams to put into pictures, when I first tried to use those to explain.