Fairly addictive while you climb the learning cliff, but things I find really annoying, in no order:
* Collapsing ceilings and the ground underneath, open to the daylight, remains dark and indoors. For creating pastures etc
* Incessant spam when Alerting dwarves to hide in their burrows; its a given they won't be able to do much
* " " and unable to store owned item, for unknown reasons, maybe bedrooms too small
* Fey/possessed moods - the description of what they're after is often odd/wrong i.e. stone blocks is sometimes smelted bars?, other times, not sure, seem to have everything but they still remain stuck
* Litter.
* Naming of workshop tasks i.e. farmer's workshop... seems just random. If the only thing a task does is process a plant to a thread, call it 'Make a thread' or something. 'Process to a vial' etc many things on those lines, completely non-obvious when starting out and really requires a wiki check to see what they actually do.
* Barrel management. Pain. Brewing should be able to take an item of wood, and the brewable item. For something so fundamental, having to have the carpenter spam barrels, followed by brewing, gets to be annoying.
* Lack of balance/point:
* Why embark on a place with an aquifer? Its just a pain. I can't see how that'd be enjoyable unless you plan on a mountain fortress/volcano, in which case its ignored a bit. Manageable at times, but can't really see what it adds.
* Creating a large world, and being bound to one (4x4, 5x5 etc) spot, what is the point in that? Might as well spam create small worlds (in fortress mode) until you get the one you want. Fortress mode would be nice to move outside of the area you initially create.
* Truetype support. The interface is hideous, not going to sugar coat that one. Initially using the 'original' mode, with the double spaced font... pretty much unreadable - think it even lacked punctuation from memory. Moving to the Newb Pack/Phoebus and TTF, looks a lot better, but countless issues of the text disappearing. I think we're well past 80x24 terminals by now.
* UX. Random keys that work one way in one menu, one way in another. Arrows versus +/-. Really annoying.
* Items that remain impossible to d>b>d (dispose of). Seems to happen from deconstructed things among others. Tried tricks of un-disposing/forbidding/claiming and re-marking as dump items, to no avail. No biggy I guess but just frustrating, adds to the 'incomplete' feel.
* Stone management. My prime hall with yellow, blue, red, and white tables kills the interior decorator inside of me. It'd be nice to nominate what you want to build things from, or, similar to the economic stones, disable certain stones.
* Phoebus. The tileset made it usable for me, there's a few little ASCII artefacts left (corpses etc) that'd be nice to kill off. Otherwise I'll dig out the old Wyse terminal and go all or nothing :p
* Select all - if you've made a bulk load of items for the merchants, you get RSI having to hit down-arrow and enter.
Guess that's scraping the surface a bit. In general seems hellishly buggy, but I guess that's an alpha. All said been an incredibly fun game to check out. Just a bit more discipline, unit/functional tests, balance etc would go a long way.
Cheers.