These are valid suggestions. I do not want a fully automated fortress. But, besides the point, its more realistically looking the sugguestion, and the suggestion is difficult to implement.
Most of the suggestion revolves around the standing production orders being implemented as "scripting", which is an assumption. The raws are not scipts, they are parsed data files, as in they define things, not actions. The other ways mentioned (job orders, military squads, etc) are not scripts. Most things done in DF are done via the path of least resistance.
The easiest method to implement standing production orders would be an additional menu in the z interface (Animals, Stone, Stocks, Health, Justice, Production orders), with a menu driven interface. Such as "n" for new order, what item, and how many are supposed to be in reserve. This is easy programmatically, and not a scripting language. It is not as powerful, but it provides 95% of what people want in Standing Production Orders.
A scripting language would require programing a language parser, which is hard compared to the menu option. Then support is an issue as well, as there will be as many questions on the language as the rest of the game itself.
Changing the Civ Alert level when Seiges and ambushes happen is simple as well. Via the orders menu, enable Civilian ALert upon hostiles and define which alert to set it to. The covers the other 90% of stuff wanted.
DF is a one man show. That man has 20 years already on his plate. Games that have scripting languages have large teams (on the order of 50+), so that is one person's full time job. So implementing a scripting language will add a year onto development.
This would be great if there was enough time in Toady's lifetime to implement.