clothing also became a required part of the fort, so the waste is less, but you'll have to deal with a lot of slightly worn clothing that gets discarded in favor of the new fashionable troll fur loincloth. Otherwise, yes, it's still way too easy to have way too much of way too many things
The most gameplay changing changes are;
the need for clothing, as they get angry really fast if something is lacking. Importing cloth and clothing (including the goblin christmas) is usually enough for small/medium forts
hauling changes:
minecarts and wheelbarrows, because:
objects gained weight. A rock will slow a dwarf down a lot without a wheelbarrow. A lead bin full of weapons will too
item collection; they'll pick a bin to add an item too, and will continue adding items as long as there are some near instead of picking things up one by one. However, they also bring the whole bin for one sock, or the whole barrel for one seed, causing angry farmer job cancelation as they needed a seed from that barrel etc.
I'm sure you know about the vampires and were beasts?
Oh right, imporant to mention is that magma flows a bit faster than before, which makes breaching a volcano a bit more dangerous. As mentioned in another post, items dropped in magma now create a mist that may rise several z-levels to burn whoever threw it in.
Many things got changed on falling objects too. They can nowdesribe parabole trajectories (that the right words?), bounce and skid. Falling traps became less lethal, but landing on someone else now causes damage to both. Wrestling sparring became a bit more dangerous again too, because when someone is 'thrown' they may crack their skull impacting a wall, or get hurt skidding across the floor. All falling objects may cause damage (see minecart shotgun to weaponize) and even falling seeds may prove lethal. Having someone dump stuff on the top and another pick up reclaimed stuff at the bottom is a sure way to keep the doctors busy