Especially with bauxite, I can't count the number of times I'd intended to save up a certain type of stone I mined or traded for, only to discover that some mason was making cabinets or doors out of it.
A feature I'd like that would inherently solve this problem and some other ones besides would be to allow stoneworking tasks to be specified with particular types of stone, just like how metalworking jobs are specified with particular metals. So instead of ordering 'rock crafts' or a 'rock cabinet' you'd order 'microcline crafts' or a 'gypsum cabinet'. I don't think it would cause a significant increase in micromanagement since most fortresses only have two or three types of rock available in very large quantities. And it'd make the otherwise meaningless 'special' rocks somewhat more interesting, and make it easier to match dwarf preferences to materials (you can order up a set of cobaltite furniture specifically for a dwarf that likes cobaltite, for example, or if you're building a hidden back door in a talc cliff face you could order a talc door constructed for it).
Could perhaps extend this to types of wood too, but I've noticed there tends to be a much more diverse mix of logs produced at all the sites I've done much logging at so this might be more of a hassle.
I'll go you one better--how about just two options: "Make rock crafts/whatever," and ">Make specified rock crafts/whatever." The latter would spawn the menu to select what type of rock, and for extra clever coding points could restrict the menu to only showing types of stone that exist at the site or have been imported. (Of course, this might lead to finding out you've got something hidden by seeing the menu, so that end might need to be scrapped. "Oh, I'll just make some microcline cabinets for that noble who li... wait... raw adamantine is listed?! WOOHOO! Dig! Dig!")
Economic stones could be listed and grayed out, to show that they exist but are unavailable for that task. Trying to select them would pop up a warning saying "you must deselect this stone as economic before you can make this craft from it. Would you like to do that now? Yes/No"