This is nothing about workshops. Its about how we choose to develop, and in most quests, choices are overwhelmingly influenced by the latest update.
So look to the timespans:
-Short term needs - The crisis at hand. Generally this takes the form of one girl or another bringing either a request or complaint.
--Any actions taken to fulfill an immediate request is addressing the short term, immediate as defined as a problem which only just happened. The urgency of any given request is debatable.
--Bombs generally also address short term needs, but they can be stockpiled and don't work on all needs.
-Mid term needs - Our ability to fulfill or prevent the occurrence of short term needs
--Workshop does so by increasing our crafting throughput.
--Amenities does so by increasing our capacity magical girl residents...at least, assuming they aren't naked newbies.
---Equipment production only counts if it goes to a permanent magical girl asset.
--Staff do so by performing actions for us. Having an in house auto-bomb factory is pretty good. Having a conspiracy spider is also pretty good. Having veteran, well equipped magical girls is pretty good(though they have a tendency to die as I understand the mechanics)
-Long term needs - We expressedly have no plan for how to get there or what 'there' even looks like, except "better"
--As we have no action plan or visible build or tech chain we cannot be said to be advancing our long term needs in any conscious manner.
Categories are non exclusive, but thus far we have mainly accomplished our Mid term needs as an incidental side effect of meeting a short term need. We didn't set out to acquire resources, we set out to make people happier, more comfortable, or at least, less dead.
My main objection here is that the way you're structuring the categories makes it almost impossible for any action to be called "long term." What would a "long term" action even look like in this framework?
It'd have to be something that doesn't solve an immediate problem, when we are besieged by so many immediate problems that almost everything we do, apart from research actions,
does solve someone's immediate problem.
If we make a piece of equipment, we solve some girl's "got no equipment" problem. If we do a workshop upgrade, we solve our "we can't make enough/good enough equipment" problem. If we improve the facilities we solve some girl's "I'm homeless and hungry" problem.
The closest we've got to a long term goal is research. And if we do research, we usually find a way to make it start to pay off within a few weeks. "Medium term."
...
So saying "we're not following a long term plan" is kind of meaningless when everything we can do is
also a mechanism for fulfilling short term needs, and fulfilling a short term need is considered as making the action we just took "not long term" even if it matters in the long term. Saving someone's life tends to be a long term investment on the timescale of this game, for instance. There are at least two people in the building now who'd probably be dead if not for actions we took, and unless they get very unlucky and die quickly, they're going to be impactful for a long time.
As an aside.
I scarcely remember who makes what argument ever, if you think I'm bashing you I'm probably bashing your point by accident. However, I wouldn't say anything I didn't mean, so rip holes in the points or provide counterpoints, citations OR even possible competing theories(backing unnecessary, but it shouldn't contradict anything we know) if you feel you must.
Thats how debate works.
The only thing I object to,
specifically, is when someone turns to the thread and says "we're screwed because y'all didn't do what I say" or "y'all made objectively wrong choices, despite the fact that I can't prove those choices are leading to outcomes worse than the alternative" or "y'all are short-sighted, foolish, reckless, or otherwise deficient in some relevant way, or y'all would be doing what I said."
Because that's a terrible way to argue and insults a lot of people at once.
The Spreadsheet says we have nine Mundanes with a net cost of two, up one from the extra food. We're down five from fourteen from the recent building. So the extra costs you mention have already been factored in. Next turn we'll have seven minus however much the upgrade will cost us.
Er... just to be clear, by "the upgrade" you mean "whatever we are now voting for" or "what we voted for last time?"