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You can craft short bows and above on crafting spot but the bows need crafting 2.
Furniture would train construction.
Tribalwear, that's not tailoring?
I'll give knives a shot here...
And clubs need 2 crafting? Dude... what?
Tailoring and smithing are subsets of crafting. They all use the same skill level, but they also need to be turned on in the jobs allowed.
Essentially, Crafting governs general crafting, smithing, and tailoring. You can work on anything (with a few exceptions) within these areas to gain experience. I am not sure on the justification of stone cutting not raising skill, but it is confirmed that it doesnt.
My suggestion would be to turn on smithing and tailoring on your want-to-be crafter, and just make anything usable (weapons/armor) at the crafting spot, tailor bench, or smithing bench. I agree with the people above that making a few bows (once you can) first would be good to give you a stockpile of weapons, then move on to some clothing at the tailor bench - just keep upgrading all your pawns gear. To start, try making ANYTHING that gives experience. Once you find something, it wont take long to get from 1 to 2, probably before finishing the first item.
EDIT: Instead of researching what can be made to raise skill, turn on tailoring smithing and crafting, then queue up 1 of everything at each crafting spot then force your pawn to work there (select pawn, then right click on bench). If s/he can work on anything, they will start with that. This way you dont have to check each thing for requirements.
As his skill gets higher, he will eventually spend a little bit of time making weapons also, for that extra % difference between different qualities.
Early on, I may also make shortbows for selling for gold. So I might set it to always have X number of bows (I usually pick 2). When I sell those off, then the crafter comes to make 2 more without me micromanaging it.