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The work tab is already designed from left to right from critical to luxury, so any number changes are usually just temporary.
Number changes that I do keep are usually 44 for haul/clean for my researcher and 4 on haul for someone I want to clean a lot. I used to have "plant cut" on 2, but don't anymore after the addition of guranlen trees and plant specialists (they are just so fast with "growing" even in early game). I just put it up higher on cold snaps/blight. I sometimes use 4 and 1 as reminders like having someone on construction 1 in early game, telling me that I want to replace that job with another person or using 4 on medical on the person I want as my back up doctor.
After I got a handful of people, I usually remove everything between "basic" and "haul" except for their main duties. Stuff like cooks and animal handlers need a long time to be able to just do 1 job though.
That is my idea. In reality, I've learned to have some deviation from that from learned mistakes. Warden will stay on prio 1 for all time now, after I forgot that prisoners need food when my people were all on prio 1 for some emergency hauling or whatever. But still: basically everything should stay on 3 or things will just get messy and hard to think through. I just disable what I don't want done.
This subjob-mgmt also allows me to set a few wardens with no social skills or good jobs to go feed prisoners but never talk to or try to convert them. Because it sucks to only have a single warden who goes off on a quest or who gets tired or injured.
I also set most people's firefighting priority number pretty far outside, because it's usually more reliable to just draft whoever is available.
Following that what ever their main job is also 1.
Secondary jobs are 2 and 3.
Clean and hauling are often set the lowest. And anything I don't want them doing gets nothing.
It's pretty straight forward, but it's also flexible, the work tab is not a set it and forget it kind of thing. You will need to go back and tweek it depending on your needs.