Going to divide it into Dwarf Fortress and Adventurer :
Dwarf Fortress :
*Better Medical handling :
-Ability to decide whetever a patient should be treated or not (basically quite usefull when you know a patient is going to die and you wish to save other wounded)
-More diseases to be treated by the chief medical dwarf (Basically small non lethal things like flu , inability to copulate etc ) making dwarves visit the infirmary / Hospital and getting treated by the appointed medical staff (might require offices for each staff member to be fully operational ).
-Togheter with the Alchemist / Herbalist it should be possible to administer several medical treatments (aka potions) that can help recover wounded dwarves.
-Should also be possible to try to treat certain Were**** states
*Shops :
-Should be possible to add a few shops to the fortress for visitors to purchase some of the crafts the dwarves have made. Drawback : Might lose items to thievery and they might have to be outside the fortress or be readily accessible.
-Shops would be managed by one dwarf each just like the Adventurer shops are (well, they are managed by the whole bunch that are in that shop). Shop related skills will increase as well.
-Dwarves should be able to purchase items as well from the shops and it should be possible to see what items are currently in demand. Broker would also be handling the management of the staff.
-Depending on what the shops have for sale and the amount of sales done even more visitors would come to crave for the dwarven craftmanship (even goblins probably disguised as other races).
*Taverns / Inns :
-For the ocasional traveler to stay at night and drink his belly full.
-Good for dwarves who would like to relax and play a bit of dice or wrestling.
World / Region :
-Possibility to make small outposts from your main fortress , once fully constructed and operational they would be managed by the dwarves living there (think small fortresses for military operational purposes).
-Possibility to go on building the current Dwarven Kingdom you are playing and expanding the world map area of control by founding new dwarven cities and linking them by vast underground roads or overground ones.
Adventurer Mode :
*Healtcare :
-Treat own wounds : bandages , ointments , salves , herbs , potions.
-Buy / ask for medical help in cities : Lycanthropies , broken bones , infections , diseases etc.
-Use temples for Miracles (pray for restoration of a limb or wounds ).
*Combat :
-Possibilty to add different damage types to weapons : Poisonous daggers , Flaming arrows , and other effects that will be usefull fighting certain enemies.
-Should be possible to see what direction the enemy is facing while sneaking so a good backstabb is possible (or slit throat).
*Mounts :
-Would be cool to get any type of mounts from the normal Horses to Harpies / Dragons etc.
-Certain weapons would be more usefull while mounted (spears , bows from above , and large weapons ).
*Camping :
-Should be possible to make a campfire to ensure a bit more of safety at night.
-Tents would be a nice addition and pretty neat when you have followers.
*Followers :
-Share loot with followers.
-Heal followers wounds (medical skills) and get treated by followers.
-Relationships with followers (love etc ) .
-Get pets (war dogs , war chickens etc to help you in your quest).
*Interaction :
-Set fire to more stuff (buildings etc )
-Lockpicking (would require shops to be closed at nights and guards roaming the cities on patrol.
-Pickpocketing.