Sorry for the long delay, but 0.5 is here.
Known bugs: It deletes all existing jobs the first time it is ran. This is a good thing, it does it on purpose. It doesn't understand the manager structure very well and if it didn't you would run into problems. It also may or may not be compatable with jobs you add manually.. which means it might notice your manual order for 100 drinks or it may not. This may or may not be a good thing lol.
dfjobs.xml is pretty straight forward.
The name of a job doesn't matter as long as it is unique, it only decides how it is displayed. The catagory of a job doesn't matter, it only decides how it is broken up in the tree view. The manager field is a joke, doesn't really work, and will be done differently in .6. It is the raw bytes that I found when added a job myself. You too can find the raw bytes for a job by running the test.exe file and doing dump jobs with one job active.. cut and paste the text into that field.
Each job can have one or more items. This method works and won't change because it works with modded versions of DF. To get an idea of what to use here, use the dump items function of test.exe. There is a special material type called all which will use all materials for that item type. It doesn't support specific weapons and such, but will soon.
The ablity to forbid items to mill is gone for now lol. I'll have to think of a way to implement it in a general way. It is a feature I use, so it is important.
For the most part, don't go crazy and make some big massive .xml file you want the world to use. The format will change in 0.6, I just wanted to release something people could test for now.
Future plans: Small bug fixes while waiting on the next version of Dwarf Fortress and focusing most of my effort on understanding the manager structure.