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1. The workshop can supply free workers to any room above, below and on the sides. So you want to place your workshop where it can touch 4 rooms where engineers work. This might be challenging.
2. Kind of the same thing is power coils. Place power rooms on power coils to get more power or place a building on them to remove all power requirements. I suggest either putting a power relay or a demanding room like the psi rooms on these power spots.
Those upgrades will cost alot of supplies though. Careful resource management is extremely important in this game.
Engineers have to be manually placed. And they can be moved around at all times.
Engineers can be placed in every facility type exept laboratories.
I almost always start with a laboratory to rush out research, since guerilla tactics school will become relevant later on.
With a laboratory rush you can have magnetic weapons out during the first month.
I can definitely +1 that second part - the big limiting factor of the Psi Lab is its power use, both in its initial form and for it's upgrade. Given how long it takes to train a Psi up to Colonel equivalent - and the sheer insanity these guys bring to the table when they get there - anything that shortens the time taken to get your Sith Lords onto the field has a disproportionate effect on the difficulty you'll handle.
Since a Psi Lab eats power like popcorn, removing it's power cost via a power node placement also has a positive effect on the rest of your facilities, as it means your general power requirements will be massively reduced.
If you dump a Psi Lab on one node and Relay on another (both upgraded) then you will realistically not need any other forms of power for the rest of the game, IIRC. In my last run I think I built a second relay just to fill the space.