Further testing observations:
Stockpile issues. I have found a variety of quivers, cheeses, and thieves' pouches/cloaks do not find their way into the piles. Not sure if some of this (the thieves' tools in particular) are a hard-coded problem since I know blueprints in Masterwork are the same way. I'd love to be able to feed the thieves' tools into a stockpile along with junk weapons so I can tell a tunnel to exclusively draw from that pile only so I could set it up and not have to micromanage it (or worry about a kid running off with my masterwork welded-mithral machete -- as realistic as that technically would be!).
Fishingbolds. This is a tricky one. I found it necessary to cheat via Dwarf Therapist to turn off the fishing job for children who are born with it defaulting on (due to a caste bonus). Unless I want to forbid all water sources and wells, there was no way to keep them from going fish-crazy. My legendary cook was creating luxury meals non-stop and I was already sitting on a stockpile of over 8,500 prepared meals when, during one extended break of his, my camp's kids managed to fish up another 1,400 fish. Thus, it might be better to change their natural skill into an increased skill growth... if that would prevent fishing from defaulting on.
Workshops. There's definitely the issue with flammable building materials being set off by boiling boulder reactions, but it's easily solved with a few alterations to the building requirements and a note about the issue.
Balancing. Upon being able to actually create flame-resistant tables, I discovered the diagnostic reaction on corpses in the doctor's suite to be invaluable (and perhaps too good) at producing heat-resistant bonemeal boulders. I dunno if this was the intent, but it sure was a useful way to get a legendary diagnostician and loads of replacement-stone.
Thief Skill. An awful lot of my kobolds have become downright epic in their ambush/sneak skill -- without me actually doing anything about it. It occurred to me now that the reason could be related to me having noticed a lot of my bolds moving about the camp slowly, in stalker mode I presume. Might have something to do with castes. It isn't really an issue, but it does mean stolen loot can easily be made masterwork and the camp won't all be buzzing about at the same speed.
Question. Food stockpiles. Given my monstrously large stores of meals, I decided to try out a system of food quantum piles (with mine carts/lorries) to make it more manageable. I then questioned why I had never done such before... when I realized that it was because un-containered food usually attracts flies and other uncatchable vermin. But here it didn't. Am I not seeing it? Is the icon for their presence somehow missing (and my kobolds are simply too happy with their masterwork meals and sunshine booze to care)? Or were they removed from the raws in some way?... because, cheating or not, I love it and would love to remove flies from other incarnations of the game.