If one manages to somehow integrate "civilized" goombas into their fortress through DF-hack shenanigans, they can be ordered around to a limited extent. In order to emulate this, perhaps if feral goombas had a reaction that transformed them into civilized goombas?
In other news, some irregularities with world generation:
-Shamen won't spawn at all under the current perimeters. I've changed their constants back to what they were pre-alteration to a cave civ, and it seems to fix the issue. They appear to be unable to trade however.
-Sprixies won't trade, and they won't appear on-site either, making their existence sort of pointless. Shifting their site from cave to town fixes the latter (sort of - they're really, REALLY vulnerable to being wiped out by a rogue titan, so unless you intentionally mess with world generation in order to favor them, they're unlikely to survive in a world with long history), but not the former.
A couple adventure mode abnormalities:
-Bumpities can't open doors, potentially entrapping would-be adventurers inside their own homes!
-? Blocks convert into power-up blocks upon use, but for some reason most of these power-up blocks don't seem to release anything when opened.
-Creature flesh cannot be cooked into generic meat through AV reaction; this is true to fortress mode as well.
Also, a few minor issues with your graphic pack, Rydel:
-The domestic page's text file has a typo in it, with the tile pointer stating "TITLE_OAGE" instead of "TITLE_PAGE".
-The aquatic text file (for sidesteppers, cheep-cheeps, ect.) has a few more zeroes then warranted in the page diameter constraints, causing sprites to be stretched out to an unreal degree in-game.
-Shaman are refered to as "MAGIC_MW", their civ title, instead of "SHAMAN_MW", causing the sprites to not display.
Hope this feedback is helpful!