Hmm been a while since I posted, so Hey folks..
First, let's start by assuming for a moment that there is a valid point to be had here. We can also go ahead and get rid of all the disclaimers: it's in Alpha, it's not finished, blah blah blah.
Now that all the brouhaha is out of the way, let's get down to cases. There IS a fundamental issue with the waste management system, but I do not think that it is as simple as presented in the OP. First and foremost, because of the fact the game is in development, you have to leave room in your design for future improvements. This means you have to have the cool stuff, and the not-so-cool stuff, with the understanding that later on, even more cool stuff will either replace or revamp the not-so-cool stuff.
Waste management is one of those types of things, and there are some cool ways to deal with it. The atom smashing and magma incinerators are one way, as mentioned in previous posts, but they are just work-arounds and do not correct the underlying issues.
So, let's figure out what the core issues are:
- Tedium - Micromanaging the cleaning process is not fun, and can be laborious under the current menu system
- Defining What's Trash and What's Not - There needs to be some way to globally define what is and is not garbage
- Movement times - There needs to be methods for mass transportation of items
- AI - There needs to be better methods for controlling who goes to pick up what and when
So, out of these, tedium goes back to the menu system, which there have been more threads than I care to recall discussing this topic in detail. Ideally, you wouldn't need more and 2-3 button clicks to deal with a battlefield, assuming that you took the time to configure your options.
Which brings us to number two. This is a part of a much larger issue revolving around stock management in general, or the dispensation of objects in the play area. Again, this is a subject that has been discussed at length and has generally been acknowledged as an area that needs some pretty serious refinement.
Moving large number of items at a time via carts or wheel barrows is something that Toady has discussed, but is not yet ready to implement.
There should be some way, under the orders option, to set a global order that civilians not go out when there is a fight going on. Unfortunately, the only way to handle that at the moment is through the alert system which, while extremely powerful, is also rather cumbersome to get used to.
So, to wrap up, while I agree with your point in general, I think that what you are noticing is actually the run off from several other systems that have been put in place in order to make future development possible. You can't build a car without first building an wheel. The wheel itself is practically useless without some form of axle. A wheel and axle is useless unless you have something that needs to be moved, like a wheel-burrow or a cart. But, you can't have your sleek, sexy, fast, mind blowing sports car without the lowly, unassuming, useless, annoying, ugly wheel.