auto plant processing, don't cook tallow, transparent stockpiles, treasure stockpiles, tree bug
I have been a little frustrated by one industry in particular: the farming industry. I feel like I always need to micromanage it to make sure there are always enough seeds and that the harvested plants are constantly being brewed and processed correctly and timely. I also feel like I don't have much control over this industry as, for example, I can say "brew from plant" but not "brew from plump helmet." I think there could be a quick fix to this frustration. Somewhere, perhaps in the "orders" interface, there can be a section called plants. For each plant you tell them what should be done. Just as when there are fish, there becomes a job to process the fish at the fishery, the player can set this up for the six dwarven plants. For example: when there are plump helmets, brew plump helmets. When there is cave wheat, mill and brew it.
Even simpler, in the "kitchen" interface, just as seeds are automatically not allowed to be cooked, tallow should also not be allowed by default.
Finally, I think when you hit "q" on a stockpile, there should be an option to make it invisible. Just as you don't see a zone unless you are directly manipulating it, the same should optionally apply to stockpiles. Also, I think "artifact" should be a heading (enable/disable) in the "edit stockpile" menu.
Another thing which I think is a bug is that if one mines out the roots of a tree and then cuts the tree down, there is a hole in the ceiling of the room. If you cut the tree down first, this doesn't happen, but it's hard to remember and it tends to mess me up a little.