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Each Tribe member can be selected, levelled up, and at 30/60/90 choose specialised talents in each level for both combat and crafting skills.
This.
You are not the main character in the game, it's the Mask.
By adding lots of Clan members you get people who's potential is far higher than yours (you'll be capped at 50 in your skills, NPC can get up to atleast 123 to gain the extra bonuses at 60, 90 and 120 skill level).
Also, in each crafting station you can assign a worker, make sure to do this, and try to match the type of station to the appropriate skill on an NPC where their potential is the highest, for example you might have someone with a Smelting skill of 6/100 and another that is 32/50, the one with 6/100 has the higher potential and will get better/more bonuses when levelled up, so go with them.
You can assign a single worker to more than 1 station, obviously they can't do both at the same time, but if you queue up jobs they will swap between etc, so don't be afraid to have them manage multiple stations where their skills match and when sensible (early on i had 1 NPC cutting trees for logs, and another just turning them into planks, the second would then go turn the planks into foundations when they finished/ran out of logs.
Once you get things going, you likely won't need to manufacture anything more than once a day or two (24 or 48 hours) via the workbenches. As long as you are making the base parts (planks, linen, etc.) regularly, you can have them make the other things on an as needed basis. This allows your guys to rest more between work, which improves their mood.
The firefly lamps can be stuck anywhere - I stuck them on my turkey coop, capybara pen, on top of posts buried in the ground, etc. They don't need refueling either. After I did all of that, I discovered that I missed one of the unlocks for standing torches and other decorative options...