Craftsdwarves won't make anything but various crafts, and anything in the food industry uses the craftdwarves' workshop as well (except for maybe butchers).
The "food industry" association is because none of the Farmer skills (aside from Tanner) are moodable, and dwarves with no moodable skills become stone/bone/wood crafters.
Masons will always will always make furniture.
As do miners, from what I've seen.
Engineers have some overlap with masons, things like mechanisms and floodgates.
I've only ever seen engineers make artifact mechanisms - they might also be capable of producing traction benches, but I doubt it.
Bonecrafters and Jewelers tend to produce weird things; like bone weaponry and gem coffins that aren't within normal workshop constraints.
Bone carvers seem to be a result of there not being any skill for making furniture out of bone (stone has Masons and Stone Crafters, wood has Carpenters and Wood Crafters, metal has the 4 metalsmithing skills) - I've seen them make grates, coffins, beds, statues, cages, and even floodgates (as per my sig). Jewelers are similarly prone to making bizarre items (coffins, floodgates, doors, beds, Windows, etc.), likely for the same reason. Glassmakers produce everything, though that's reasonable since they already make pretty much everything (except for barrels/buckets/bins/beds, which are all fair game for moods).
I know for a fact that certain mood items were strictly impossible back in 40d - I once had a moody leatherworker with some Elf leather (gotten from HFS), and he refused to make anything other than "normal" leather items (clothes, armor, bags, quivers, backpacks, etc.) and toys/instruments (
excluding those without [HARD_MAT]); leather furniture was out of the question. Whether or not this is still true in 0.31 has yet to be fully determined.