The problem with saying that everything dangerous should interrupt long tasks is that there are all kinds of potentially dangerous things happening all the time, and we don't want to interrupt the player with "do you *really* want to do that?" all the time. It also requires a bunch of fiddly checks everywhere, and a very real danger of missing one or two, making it where sometimes you can let the game protect you and sometimes you can't. It really gives me pause when you say you want to be interrupted from bleeding, because you MUST have been bleeding when you started, and are intentionally ignoring it, so why should we warn on that? If you have a life threatening condition, and just aren't paying attention, that's on you.
I'm pretty sure interrupting when you gain a "bad" disease, which would include the overheated and freezing statuses (the ones that actually have effects, not just the ones that are informative) would be fairly reasonable, and might help, but I'm a bit skeptical of triggering every time you pass a hunger or thirst threshold. I'll take a look at it, it might be reasonable to trigger on the "parched" or "famished" levels.
The martial art styles are all still there, but some of the martial art traits that give them to you at character start were removed and not re-added, if you have an old save with a character that knows the style, it should still work, but there's a hiatus on the traits as we sort out the martial arts rework.
There is "some disagreement" about the criteria for inclusion of different martial art styles.