Just a simple suggestion to tweak the "repeat" feature in workshops.
I don't know exactly how it works when there are several tasks in "repeat" mode, but I've noticed that a single repeat task doesn't go away, even if some things are queued after it. I guess it would be useful to have that task move down, for instance, all the way down the queue, so that other things are made before the repeat is carried out.
One could still have an ever-repeating task, it would just have to be alone in the list. One could also design by fractions, by adding, say, two "bucket" repeat, one "bin" repeat, and one "door", or whatever. These would be carried out in the given order (as one "repeat" would merely go down the queue once it's done), and would make it easier for a player to add once-only tasks to a "repeat" workshop, as it would avoid having to move them up one after the other, keeping the "repeat" as the last task, unless they really want those to be done right now, and not after the next item is done.
Another suggestion would be to have standing orders. I mean, I hate it when the production orders get canceled because I lack something. If I want some farmer's workshop to milk cattle and then make cheese with it, I don't want it to forget the orders because the milk has gone rotten, or whatever. Same goes for the still, if I can't make booze now, it doesn't mean I won't want to do it once it is possible again.
A simple way to implement this would be to have the game "pause" such productions with a special flag (so as not to waste ressources checking each frame if the workshop can resume working), and check back every N other frames. Like, once every 100 frames, or whatever. This would drastically reduce the ammount of micro-management needed for the player. And, of course, a player could "suspend" and "unsuspend" to reset the flag manually.