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No, it's been grouped with the hauling tasks now because it involves a lot of back and forth and hauling. I'd suggest having it on priority 1 with other critical tasks so it's done before other things.
I removed the Brew worktype and replaced it with the Production worktype as Brew was too narrow and specific. The more dlc and mods you added the less useful it became. The Production worktype now covers all the various tasks like brewing, filling empty processing machines and so on.
As far as I'm aware the issue should only occur if you add the mod midsave. If you start the save with it active it shouldn't be an issue.
This mod is entirely xml based. So the issue itself is coming from the vanilla game. It's only obvious though with mods as outside of the Anomaly dlc nothing else adds new worktypes. The vanilla game also doesn't have the issue of changing worktypes or their priorities with updates midsave.
I personally only mod for myself and throw things up for others to use. I try to be accommodating for people, adding mod support and helping with issues. The legacy version exists for people to enjoy the mod while not having to worry about potential issues.
I recently overhauled Complex Jobs streamlining the file structure for ease of use and retooling all the work tasks for better efficiency. I'm very pleased with how things are after that and I think the overhaul workflow of pawns works so much better now.