Ahh I see.You can have main workshops producing what you need for regular gameplay (say 6 workshops with 3h cycle for 13k supplies quest + part of carpenters badge) + have bunch of workshops producing brewery badges that are currently needed. So you would loose 6/10 of carpenters if you will be forced to cycle for brewery.
Ironically I forgot about (normal) quest cycling while trying to reduce quest cycling-- It makes sense that those players don't care about reducing quest cycling by 50% when it is already part of their daily routine whether an FA is running or not.
It's funny to me that the #1 complaint about the FA (by far) is about quest cycling, but none of the ideas to reduce this get much support.
I understand that this split would require a little adjustment to playstyle, but I would have thought that would be a solid trade off.
For your specific example, wouldn't it be much better to cast a PoP or 2 on you main workshops and use them for making brewery badges? I mean if you are going to be collecting every 5 minutes anyways, you probably should use your highest producers, no?
This way for the price of a spell you are making more supplies, and you don't need to do non-FA cycling, and with the split you need to cycle 50% less. win-win-win