I'd go one further and have several types of dough, for example 'pastry dough' is flour + water + butter (or lard if that becomes available) so an apple pie is simplified to apple + pastry dough. Pastry dough could also be created by adding butter to normal dough (henceforth known as 'bread dough'). And naturally 'cake dough' adds sugar (honey) to pastry dough and would be used for the most elaborate confections. Again it could be created by adding ingredients to either bread or pastry dough as well as from scratch.
Lastly any recipe that uses dough or any other item which can itself be made should be executable with the ingredients for the dough, in essence it's like an #include and the dough is simply made as a 'hidden' action that precedes the rest of the recipe, naturally this means the work takes longer then if you had dough available as an ingredient. This saves the player the UI work of running the two recipes sequentially but has them occur behind the scenes for proper calculations of quality, experience, time consumption purposes. This will of course occur only if you don't have the dough in inventory so production will always be as fast as possible. Applying this principle to all sorts of production can reduce tediousness throughout the crafting UI while allowing the recipe system to grow in complexity, it also creates a strong market for sub-component production.