On one hand, you can see these kinds of powers as pretty good - you are able to accomplish much more than a normal person could. Having this kind of power in real life would be really cool! However, there are a few problems here as well.
First of all, how do you compare the performance of a normal person to someone that is already supernaturally good at their craft? Do you multiply your supernatural output by 1000, or is your output equivalent to 1000 normal people?
Secondly, what can you do with that labour? Are there some time tables of how much effort it would take to construct a building? A palace? Make a ship? Not really, since generally you don't care about such minutia. Generally, you won't be playing Traveller where you can track how fast you can load cargo into your freighter down to an hour:
Traveller's cargo loading time
Thirdly, even if you had the breakdown, you mostly wouldn't care. I personally find the concept of time in most RPGs to be a bit distorted - what does it mean for our session that a character can finish their day's work in 2 hours if it's still one character out of a party of four? Does it change anything if instead of a month to do something it takes the PC a week? Even with Godbound's 1000+ times multiplier, you are already dealing with demigods working physical labour. A lot of things are generally hand-wave-y, since we usually don't play in a game where a strict deadline matters.
Time as a resource
If such kind of powers are to be useful, time needs to be somehow quantifiable in the game. For example, if a character only has 8 hours to pilfer a library they just broke into in the dead of night and each of their rolls takes an hour, that is a very solid use for the labour multipliers. Maybe every session counts as a week of time passing with something bound to happen in X months unless the characters finish their project. Or it could be as simple as "everyone gets a time slot for their projects, and if you have this power you can take two time slots".
At the same time, most of such scenarios are usually quite specific. I am yet to play in a game where such things would come up on regular basis.
Conclusions
Labour-multiplying powers, while at first glance very useful, end up only really applicable when paired with in-game time being a precious resource, and only for actions that already take a fixed amount of time to perform. Unless a system has both of these, such powers often end up being too nebulous to be useful.
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