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The abstractions of tech development in these kinds of games is always weird. In reality, pre-industrial innovations were mostly made in very specific places, and knowledge of them slowly seeped out through trade of products made with that innovation, or theft of trade secrets, or somehow getting individuals schooled in the inner workings of a technology to work/teach/build in your area. The main means you became one of those centers of innovation was by having massive heaps of money so you can afford to pay a bunch of spergs to sit around all day musing on the nature of reality. You definitely didn't have frontier colonies with a dedicated cottage industry for researching the mysterious art of baking, they would either have a baker already, and he would train his kids/whoever was interested to pass it on to the next generation, or you would develop what economy you could doing what you knew (probably farming) until you could just trade for baked goods, pay for some kids to go to cities and learn from guilds, or attract a baker to move in.
As for furniture, there is definitely something off about it. A single tick of furniture allocated to household use is enough to keep my stores at zero with 10 carpenters in a pop of 100 (1/10th of my population!) and basically 100% of my wood going to the carpenters. They go through chairs faster than the meat my measly 2 hunters keep cramming into every warehouse. The projects/upgrades locked behind furniture and then metal are definitely an unusually serious early game hurdle, probably due to the fact that there is only one tier of product. You either have furniture or not, metal products or not, there's no crap chairs/ alright chairs/ artisian chairs, pig iron/ iron/ steel kind of progression, so the furniture resource has to be good enough for late game, meaning its pretty prohibitive to get early game.
8x8 rooms (not counting walls) are exactly big enough to fit workshop items allowing for exactly 6 workers (the first whole integer number you can hit) and 100% efficiency.
Labs dont have auxillary items for efficiency for whatever reason, but might as well keep the size to fit the other city blocks. Now you only need 40 chairs in order to get operational (compared for example to 120 chairs in an optimally filled 15x15 lab) which means you are gaining knowledge in a fraction of the time a 20x20 takes. Knowledge that can increase happiness and thus immigration. You will progress much faster this way, and eventually get the same number of scientists as starting big, just copy the building when its almost full.
Its the same issue when you need ingots to upgrade, again smaller labs are better.