Cleaning Designation
Probably doesn't need to be explained, but here goes anyways... The ability to designate places to be cleaned. Currently, Dwarves seem a bit picky about cleaning. If a spot was designated to be cleaned, the job would just as likely pick up the cleaning job as they would any other labor they have enabled. If they have no other labors enabled, they would go right to clean it up immediately.
Treating Misc. Fluids Like Water
By misc. fluids, I mean blood, ichor, grime, mud, vomit, alcohol etc... In the current system, fluids are measured from 0 to 7. This is likely a result of the outdated way creature size was determined. For this suggestion to make sense, the number of units of a liquid that could fit on any given tile would need to be redone... perhaps 0 to 100 with 10 points of a liquid being able to fit on a single tile without flowing to the next. The reason that would need to be redone for this suggestion is that it wouldn't make sense for a Dwarf to bleed enough blood to drown himself in without dropping dead from his injuries. There wouldn't be much use for this suggestion in itself, but it ties into some of the other suggestions... Though it would be pretty Dwarfy to build a temple to Armok with a moat of blood.
Filling Barrels with Fluids
This could be done in two ways… The first by ordering Dwarves to collect the fluids with buckets (perhaps each bucket could hold a maximum of 10 levels of a fluid) and pouring them into a barrel (this could be ordered at a number of workshops… both Still and Farmer’s make sense to me, but they aren’t the only options).
The second method would be from a screw pump. A Dwarf with pumping labor would carry a barrel to the pump and fill it to the top from a pool of your chosen liquid. In the case of magma, the pumpers would know to use magma-safe barrels or cancel the job if none are available.
These barrels can then be used to transport the liquids to new pits or do as you choose with them.
Alternative Catapult Ammo
Based on my last two suggestions, you probably have a pretty good idea where I’m going with this one… The ability to launch barrels at invaders. Fight off goblins by launching barrels of magma at them to burn them alive… Or on frozen maps/cold maps during winter, barrels of water that will freeze them alive when they burst… Launch alcohol at them and then light a fire to burn them alive (for this last one to be of any use, the AI issues with fire would likely need to be resolved first… Making creatures smart enough to stop drop and roll when on fire… Being soaked with alcohol would make it harder to put the fire out or something).
Mobile Siege Engines
Siege engines being able to move without having to be deconstructed and reconstructed. They would still need to be operated by a Dwarf/Invader to be of any use or to move. This would likely be more useful for invaders than Dwarves… atleast until we can siege enemy civilizations.
Invaders Scattering While Retreating
Currently, when you break an invasion, the goblins (or whatever mod race you have) have a tendency to all run away in the same direction, making it fairly easy to chase them down and slaughter the lot of them. If they all ran in random directions, it would make it harder to kill them all. Survivors would report back to their home civilization as part of the planned improvements to sieges, giving future invaders a better idea of how to attack.
Non-Military Invaders
Before anything else, let me say that I KNOW Toady already plans to make sieges more difficult. This is a suggestion of HOW to do that, not just saying to do it.
The suggestion is for invaders to occasionally bring workers along with them to help an invasion. If they bring Miners, they will attempt to tunnel into your fortress. If they bring Carpenters/Masons, they will attempt to build bridges and ramps to get across your defenses. If they bring Siege Operators, you’re in for a great deal of pain.
Non-Military invaders would instantly retreat if they are attacked or see Dwarven military, similar to how Dwarven civilians run when they see invaders/wild animals/their shadows.
Fire
The ability to build campfires, torches, standing torches, and things of the like. Caverns are (or should be) quite dark and Dwarves should require a light source to be able to see underground (cave adaptation could lessen this by giving Dwarves better sight in the dark). If a campfire is left burning for too long unattended, it could cause a forest fire (though you might actually want this). If your Dwarf drops his torch or a berserk Dwarf/invader destroys a standing torch, the same could happen. Lighting these would require the Wood Burner labor and they would occasionally need new wood put on them (done automatically by default).
Burning Ammo
The ability to prepare bolts/arrows/whatever to be lit on fire. Marksdwarves using prepared ammo would light their bolts before shooting them if they’re close to a source of fire. This would slightly reduce the rate of fire, but increase the damage and have a chance to light the invaders on fire… even more if you presoak them by launching barrels of booze at them.