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Smokeleaf - 1.82 leaves per day / 4 leaves per joint = 0.455 joints per day * 11 silver per joint = 5.005 silver per day per plant.
Psychoid - 0.83 leaves per day / 4 leaves per flake = 0.2075 flake per day * 14 silver per flake = 2.905 silver per day per plant.
Edit: I think it's worth noting smokeleaf also has a higher return per day in normal soil than psychoid. People grow psychoid instead because flake and yayo are easier to craft in large quantities and yayo is easier to sell on caravans. The difference is smaller on normal soil though, so in hydroponics the extra work might be worth the difference in raw value here.
Well not used but it is the job for the workbench.
There isn't an intellectual work type, there is research. Making drugs isn't research. Crafting makes sense, it's the job used for making items that don't have a quality (in most cases). The work type to make something depends on the bench not the item, anything made at a crafting spot is a crafting job even though you can make bows and tribalwear there which would normally be smithing or tailoring. So smokeleaf joints are also crafting, because of where they are made, and making them at a stove wouldn't really make sense either.
It doesn't make perfect sense from an outside point of view, but it's how the rules of the game work and there is logic behind it. It doesn't cause any problems anyway, it doesn't matter who makes your drugs, it is "dumb labor" (not as the game defines it, just in concept) and having higher cooking or intellect just makes it a bit faster. You probably aren't going to pull your researcher off researching to make some flake a little faster, anyone who has some downtime and would otherwise be cutting stone or smelting can spend that time making joints or flake, assuming they are capable of it. But you can always adjust the bills to control who does it too.
also yayo/flake can be good to have on hand for increasing mood among its other buffs. while smokeleaf is more debuffs than buffs.
Shrug. I mostly ever make joints, and it does take a lot longer if the maker doesn't have decent cooking. I usually have my hands full trying to convert all my textiles into sellable stuff, so I've rarely felt the need to raise/grow drugs. I just always have to re-remember that set up: put a cook on crafting.