With the change to make the items (fishing supplies), I think they are fine not being buildmats. But I do think it would be good to order the fish eggs as well. It just seems too easy that you can cut 15 blocks, make a couple of buckets, and then have an endless supply of food. At least the fish eggs will slow that down for a year. (but it also makes sense that you would be able to embark with them.
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As far as bait, I like the idea. Restrict the possible bait to meat/vermin/other body parts/etc. if possible. Don't know of many fish that are caught for food, that actually eat plants.
and another bug/fix:
Remove the FIRED_MAT token from the end of the product output for all of the BUILDING:KILN reactions.
Change GET_MATERIAL_FROM_REAGENT:clay:FIRED_MAT to GET_MATERIAL_FROM_REAGENT:clay:NONE.
This change allows workflow to predict the output and manage the number.
Also, I notice workflow isn't able to control fishing output (other than the net and pole). Don't know how it could be fixed, unless you fish for some fish_tool that is processed at the Fishery into the raw fish to be cleaned. That may help with the balancing as you could leave it at having a 4% chance of catching the one fish_tool, which would be then processed into the random fish type. (of course they could process the fish_tool at the Fishpond as well).
Further balancing: reactions to specify what you are fishing for. One for Trout, one for Lungfish, etc. Each still having a low chance of success. As I understand the probabilities on the reactions, its a dice roll for each one, meaning if you were lucky, you could currently catch all five of the possible fish with the pole in one reaction. Different bait for each as well.
And as long as you are listening.
I find it odd that dwarfs, a race born from the stone and genetically designed to live underground, can get black lung from coal dust. I turn off harder mining, but then have to go turn warpstones back on in the RAWS.