Seldom on any forum have I encountered such thoughtful, polite and agreeable discussion. My hat is tipped to each of you.
I think the main issue here is that Stone and Woodcrafting are all but dead professions.
It's always tricky to balance realism and gameplay. True, I've never used woodcrafting and only use stonecrafting if I have both an accidental mood-created legendary stonecrafter and a ton of extra stone. But both woodcrafting and stonecrafting are actual skills which you can imagine taking time to learn... unlike [my pet beef here]
pump operating. How hard is it to turn a handle? How much finesse is required? How much more can you really learn? It can't be in terms of getting physically stronger, since that's dealt with in terms of attribute gain.
Alternatively move both wood and bone bolt/arrow production to the Bowyer, move Stone crafts like ring/amulets/Scepters/Idols to the Jewelers shop under the name "Lapidary Crafts", put Leather crafts at the Leather works under the Leather working profession, likewise cloth & silk crafts should go to the Clothier and its workshop.
This sort of thing, absolutely. You could easily make it so that the 'crafts' skills were divided into their appropriate materials-based areas, and perhaps retain "crafting" for what is effectively
assembly - that is, (a) decorating things with materials, and (b) rock short swords.
I think that part of the problem is that we go right from a chunk of rock the size of a dwarf, or a felled tree, to the finished product. [...]
This also. As long as it takes one metal bar to either put studs in a boot, or make an enormous corkscrew trap component, then there will be difficulties with what makes a 'craft' (i.e. something fiddly) and what a larger skill, such as blacksmithing.
I think Toady suggested his plan might be to sort out some stack issues (with restacking), and then introduce smaller stacks of metal for crafting. But the problem still stands, for a lump of stone that becomes either an entire coffin, or a tiny crown.
It may be that eventually, there will have to that same old compromise between playability and logic - whether through adding functions to the less-used skills and making them more interesting, or merging them, or simply improving the interface so you can ignore them, or what.
... damn pump operating. 