So I think I've got what enjoyment I could out of this version of DF, and am going to take another break from it and wait for the next major version. Some things I would like to comment on:
Adventure mode sight lines: As far as I can tell, the adventurer is the only unit in the world with any distance limit to his line of sight, in light or dark conditions. If a creature is loaded and not occluded from view by an obstacle, it can see you. I'm guessing that implementing sight restrictions on other creatures is something Toady plans to do, but then why only apply them to the player, even temporarily? Why not make it all or nothing; have everyone's sight restricted or no one's sight restricted? Either way, everyone would follow the same rules. In any case, if DF is supposed to be realistic, then why not do away with the restrictions completely? Seeing everything that's loaded is still only seeing a fraction of the distance that it is possible to see in real life.
Broker trade job priority: On the one hand, this still seems to be unfixed; but on the other it seems not to matter whether you have a trained or untrained dwarf doing the trading now, so that's nice.
Burrows: Getting dwarves not to go places is still a nightmare and the one of fastest ways to lose interest in playing dwarf mode. Haulers sometimes seem to not even pay attention to burrow restrictions, actually leaving the burrow and going outside during sieges, even after all items I could find outside were forbidden. Again, it would be great to have a forbidden area traffic zone that actually forbids dwarves from going somewhere instead of increasing the pathfinding cost, as if there's a wall. Burrows have been suggested for this purpose, but as demonstrated here, they don't work nearly well enough.
Necromancers, werewolves, and vampires: Are awesome, and it would be great to see more features like this. Although it would be nice if altering the vanilla secrets and curses were possible, instead of only being able to add new ones.
Towns: Great, but run really slow where the domestic animal population has exploded. Also, while there's all the mini-forges and figurines for sale that I could ever want, weapons and armor are often not even available in shops. And there's been two occasions when an item I bought failed to appear in my inventory, and wasn't in the stockroom either, so I basically got robbed by the merchant.
Evil Biomes: Had a lot of fun and Fun in a half-neutral, half-evil embark, but fully evil embarks are something that I can't imagine being playable, even without the freakish weather. A time interval between death and reanimation that takes into account the "when I get around to it" approach of the dwarves would help, or at least basing the speed of reanimation on how evil the biome is.
Ghosts: Would be great if the dwarves would properly entomb remains instead of leaving them in the halls indefinitely, tomb space or no, forbidden or no, accessible or no, idlers or no.
Minecarts: Unfortunately, didn't stick with any one fort long enough to build the power plants needed for the rollers. They sound cool though.
Where to stand when building walls: Was the best part of the whole version, mostly because it shows that some of these old bugs really do get fixed. Designating walls and then simply watching the dwarves build them sensibly felt really good.
Stone drop rate: Love that stockpiles are usable upon mining them out now, but mining out entire limestone mountains to make enough steel for the army seems like it needs adjustment.
In summary, it's better than 31.xx, but it continues the trend of features that are only partly implemented, with the implemented part causing problems and the missing part containing the means to deal with those problems. Again, I know it's a work in progress, but I think some things would be better left out entirely than half-done like this. It's a great simulator, but the decisions being made about what to include and not include make me wonder if it will really be a great game by 1.0. There are lots of games out there that are good simulators but not good games, and I'm thinking DF is headed in that direction. It is fascinating to play around with for a while, but the fun wears off quickly and soon it just becomes tiresome and chorelike.
I am familiar with the standard responses that the more passionate members of these forums make when anything less than neutral is said of the game, and to them I say yes, I know. This is my impression of the game, it's not quite favorable, and I hope that it might do some good. No need to flame me, it's been done before and I probably know what you'll say already. Toady has asked in the past for criticism, and I'm giving it without trying to be rude. Please respect that.