Thanks!
- I disagree that it would be desirable to upgrade equipment when ordered from one station to the next. When being assigned to the military: yes. When summoned from civilian duty: only if switching between civilian and military equipment. Otherwise, when manually summoned, it probably means you want the troops to move to the station (or attack) as quickly as possible, not backtrack across the world for an upgrade first. Anyway, they didn't pick up any new equipment, just shed the current one. Regardless, the explanation for the behavior makes sense from a mechanics perspective.
HOWEVER, I would very much have wanted my crossbowdwarves to backtrack and pick up more bolts when their paltry allotment was spent, than to silently just go away and decide to switch to archery practice (which I assume means picking up bolts first), or go home saying the target is unreachable.
- Coin star timer: Yes, it's the wave repeater. When setting things up, I hadn't expected that much trouble with the coin star (but I think it's probably still worth it; my top armor user is still a child). I'll take the advice and look into other designs. I've never built a windmill, so it might be about time...
- Fishing zones: Hm, I saw a zero, so that's probably it there. I should also check the global setting. I wouldn't have thought anything could be caught in the aquifer if I hadn't found the aquifer turtle when checking out the pond turtle the elves wanted to sell to me.
- Moods: Well, it happened during the winter, and he went mad shortly after the treehugging hippies showed up. Since drinking, sleeping, harvesting, and whatnot is more important than heeding the summoning to trade, I was unable to trade until after I lost the moody dwarf. That didn't matter, however, since the elves didn't carry either silk cloth or thread. However, it's true you shouldn't be stuck like that with proper planning and foreknowledge, and I hadn't noticed that silk was cheaper even.
Uniforms: Yes. I don't allow any of those civilian jobs for my militia.