I commit the dreaded sin of petty crime thread necromancy, rise from your sleep thread for i breathe new life into the discussion.
Alchemy is chronically underused, to say that with some sort of justification that dwarves could via the application of alchemy, apply themselves to collect narcotic plants/underground vermin (lets say something like cave swallow spittle/spider venom or to make direct application small metal darts as ammo) to imbue a ammo or weapon with a ailment much like a decoration could be possible from the materials supplied. (That in itself probably deserves its own thread, but back on point)
Dwarves do not have the capacity to use blowguns as current because they lack the relevant ammo (honestly trying to shove a wooden arrow in a blowgun just wont work) despite being a semi rare foreign weapon artifact subject (or a occasional weapon of native animal tribes deep underground) the small and fast velocity of a blowgun coupled with the trained darkness immune eye of a dwarf go hand in hand for trapping and military applications such as capturing poorly armored units for live training or softening up foes. (POW captured from the field is viable for a seperate thread subject)
Kennels assigned job - Capture Large Animals, drawing off a set of prepared weapons and ammo like a pile of blowguns (keeping in mind they are foreign weapons so not exactly 'to hand' goods) a hunter or trapper tracks down a wild animal and darts it before collecting and placing it in a cage (in theory they could take the cage with them) to be processed as normal when contained. Hunters and 'Trappers' could share the same AI almost with the critical difference being that only a comatose/unconscious animal qualifies as success, companion animals such as hunting dogs are probably unnessecary for much else other than self-protection should the situation turn hairy.
If a compromise is made and this kennel job is applied to all ranged weapons under this role, using a blowgun would be more preferable in the case that smaller animals particularly may end up being disemboweled on arrows, flying birds particularly also dealing with the often messy descent onto the hard ground below and animals drowning may also be prevalent as risks. Additional factors may also include thickness of the hide of a animal based on its size for more or less narcotics needed and penetration.
Greater access to alchemy could have more purpose in adventure mode also if the player character perhaps maybe wanted a animal companion if compatible via its own built cage and taming process within its 'cabin in the woods'.