In that case I also could make brokers, managers and bookkeepers AS_NEEDED, instead of 1. I dont think managers actually do anything, besides unlocking the screen, and bookkeepers certainly dont do anything after the first 3-4 months that you need to fully get your highest precision.
I am working on the manual atm. Its surprisingly empty for humans, because they have barely any new items, no new materials at all, and do not use super special magic or dfhack scripts. Except the pantheon, which I have to ask IndigoFenix to write a little text about. Pets are the normal vanilla pets, so people do know them... weapons and armors are the ones already in the mod... all in all its mostly giving info about TRADE, OPEN QUARRY MINING and MONEY. Thats the three things that are different. Tons of caravans, aboveground living arrangements and coins everywhere. ^^
And of course a few words about the workshops, but I am unsure how much info I should do. I honestly contemplate making the manual more of a guideline...
"workshop x: this workshop does this and that for this and that, and is generally needed for that, while it depends on this." , without giving intricate info about reagents, products, amounts, etc. People can figure that out for themselves, and the diligent can make a wiki page with full details. With 7200 reactions I really dont see how sensible it would be to add all details about each one. Especially if its one person doing this, and if many of them get outdated sooner or later.