When food spoilage was introduced in 9.6 it created particular need for improved control over raw goods supply although it was arguably always needed, this was to prevent further supply of ingredients in already amply prepared food.
Since applying rules to 'wanted' seems too hard/complex to implement, it seems the crafting options could be the easier place to tackle this.
In Rimworld, there is the concept of 'make until you have X'
In this situation you can have greater influence over wanted limit levels and products since you can keep stock levels at lower amounts but make more as needed. For food, this is particularly relevant but also for slower moving decorative items etc.
By having this option you can more safely set wanted quantities to lower levels. You then don't need to setup a bill to make 100's of salads and worry about them all coming out in succession.
For it to work properly, the tables would need to allow quite a few more bills than 5, potentially being very long lists indeed for organised players.
I guess this creates a problem with how labour is supplied into the table since 'until you have x' could end up being a work order that supplies 100's of items or very few over a long period of time. Essentially the work order is potentially indefinite. If players could over supply labour and top up when needed on such work orders then this would potentially deal with this.
It would be vastly improved construction mechanics to just having make X. Not a quick tweak I know, but a far more real world oriented solution.