Hm, you screwed up the image links a bit.
And yeah, gui/gm-unit is a dfhack thing (I don't think it gets everything, tho).
Otherwise, could find the information by exporting legends and finding the petitioners there, either by searching the xml (have used this before successfully on mysterious legendary tavern-goers) or by using other utilities like Legends Viewer.
Might want to do that anyway, granted, if going to write a chapter on the state and history of the world.
If you put in phoebus, make sure to revert the changes you've done when handing over the save.
As far as industry layouts go, the way I think about efficiency in forts where there is sufficient unskilled labor is that vast majority of it is decided by how close the raw materials are to the center tile of the workshop.
The best you can archieve on that front is 1 - having the central tile be stairs, or side tiles be downward ramps to stockpile/upward ramps on level beneath.
(Deconstucting floors after building workshops, or for more options obsidian casting are useful for those.)
Now, break room importance: A dwarf sleeps and eats about 8 times a year, and drinks 16 times a year - for at total of 32 interruptions due those (~16 with waterskins). It is possible to synchronize them, but in the worst case there's about 10 days between interruptions and no backup dwarves, at 1 day per job for skilled dwarf* every step closer to workshop is worth 10 tiles of breakroom.
(non-location zone interruptions are generally brief, the longest of them is sleeping at something like 2 or 3 days per sleep time)
In practice, the breaks are likely to line up at once and you hopefully have more than just the one armorsmith or whatnot, so several times that.
Thus, on the input to workshop front, I can't say the layout you have is maximally efficient, though it can be easily boosted.
However, if haulers don't go a long distance going around other haulers, there should be a FPS benefit at least from the mostly two-dimensional design. (I recall A* that DF uses works better with two-dimensional and straightforward designs. ).
However, the bigger question I have is - what pair of workshops will you pick per quadrant?
- Stone is used by 5 different workshops: Mason, Mechanic, Smelter, Jeweler, Craftsdwarf
- Wood is used by 3: Carpenter, Craftsdwarf, Wood burner - and products of last one frequently go to either metalworking, glassworking or soaping.
- Butcher and Tanner can go side by side with single input, but their products are used by craftsdwarf, kitchen, leatherworking and farming workshops.
- Plants are used by still, mill, screw press, farmer's workshop (some of which go into cloth industry) and optionally kitchen.
With 2 workshops per quadrant, have to choose, so I'm wondering what will be chosen
This is also the biggest factor that prevents me from sticking appropriate QSP right under each workshops, tbh. Sometimes, have to contend with 2 or 3 or even 4 tiles away for something rare like soaping.
* Varies. A dabbling metalsmith can take five days, I think, while a legendary glazer can do 16 jobs per day in optimal conditions.
I think the best way to handle it in character might be to do it, and then have it be used as backdrop for conversations, with second best being to use it when a person comes into the new area and looks around.