A few improvements you can make:
1. Unless you intend to add additional types of ash glaze, it would probably be safe to change the ash glaze-related actions to use INORGANIC:ASH_GLAZE directly (and to have MAKE_GLAZE_ASH take BAR:NONE:ASH:NONE as a reagent) rather than bothering with a reaction class that contains only a single material. In case you're wondering, since the ASH material is hardcoded into the game, the association between ASH and ASH_GLAZE via GLAZE_MAT is also hardcoded along with it.
2. Your polychrome glaze reactions have multiple reagents named "glaze container" - you might want to rename those to be distinct.
3. Your glazes define STATE_NAME:ALL and then override it with STATE_NAME_ADJ:ALL - if you want the name to be one thing and the adjective to be something else, then use STATE_ADJ:ALL for the second one. You might also want to change STATE_COLOR:SOLID to STATE_COLOR:ALL_SOLID so that you include the POWDER state.
4. It's "cinnabar", not "cinnibar".
5. I would argue that "useless ore" should only be used for ores which cannot actually be smelted - cinnabar, cobaltite, orpiment, stibnite, pyrolusite, and pitchblende. Anything else (garnierite, galena, and sphalerite) is still technically useful, especially when dealing with mandates, so it would be unwise to automatically destroy all of them. Also, I disagree that brass has no economic value - it's more valuable than any type of bronze or pewter, and the recipe for making it is one of the most profitable ones available (value-2 metal bar + value-2 metal bar -> two value-7 metal bars), second only to steel (which takes two value-10 metal bars, 2 coal bars, and 2 flux boulders to produce two value-30 metal bars).