Couple of things (on V4h):
First, revived dwarves and spawned creatures don't seem to properly integrate into your fort (they don't show up in most lists and are thus unusable for certain tasks), though I'm assuming this is well known and an issue with vanilla DF rather than a problem with masterwork.
Second, trees farming seems to be very buggy. Trees largely don't show up in the farming menu unless your home civ has access to them. Farm plots can be directly modified to plant them via dfhack lua shenanigans, but otherwise they're ungrowable. I suspect this is because vanilla df only adds new plants to your farm plot screen when you actually harvest them or purchase them and you never harvest or purchase tree saplings (you just get them from reactions). As a side note, brewing good plants leaves seeds which are cookable but otherwise useless. Not sure if that's intended or not since they don't have any farming values.
Third, some reactions have the same name but occur in different workshops making it very difficult to tell where they'll happen. Specifically, ordering large quantities of stuff from a volcanic forge is a pain in the ass without editing raws to give an identifier to the reactions since the normal metalsmith's forge also produces the same stuff but with different reagents, making producing volcanic gear a troublesome (better differentiating the glass forge and glass furnace reactions would be nice too).
Fourth, and an actual bug, scarecrows don't seem to catch fire (or in fact die from being on fire as someone else pointed out). My pastured balrog set my front lawn on fire (he burned down my colosseum, not sure why I thought the grass outside would be any different), and the scarecrows I had stationed around to scout for intruders were perfectly fine even though the bone mechanisms running several of my spike traps were destroyed. I haven't checked (and it's not really all that important anyway), but I'm assuming the ignition temperature and heat damage tokens weren't set properly.
restarted an embark today (due to necromancers running around stealth rasing the dead outside the wall, about uh.. 8 years of seiges and ambushes) causing an FPS death (15fps =( thats another story (besides. how do you find the little bastards ><) (FIRE is the obvious. but it wont stop raining...ever...)
so i started this fortress. got everything the way i like it in the first season . make my underground farm (cause i like my production streamlined on one floor) and i cannot plant pig tails. or rope reeds. so i thought. oh . no easy access to cloth via planting...
pick up a trade license (of course the home civ doesn't sell pigtails) and make olon's culinary wonders.. off some beer. BUY some pigtails > get thread + seeds.. stil cant plant the buggers =(
sigh the elves are gonna love me this embark.. yes.. gimmie all them cloths naked dwarves are angry..
then again i could just make all them lamellar leather clothing.. that'd be pritty epic..
there a work around besides going and editing raws so i can have my cotton back? -.- (silk wool leather yes yes.. i want my cotton tho..)
You can fix this by harvesting pig tails (breach first cavern layer, harvest underground plants until you get some). Alternatively you can follow the following steps using dfhack:
Start up lua in dfhack (command is 'lua', also since I once made this mistake don't enter the ' with any of the commands, it's just there to help separate stuff)
Select your farm plot (click on it or 'q' it)
Enter 'B = dfhack.gui.getSelectedBuilding()' in dfhack (this will store the farm plot info in a variable 'B')
Locate some pig tail seeds or pig tails. You don't want to actually be on their info page, just have them highlighted either in their barrel/bag or on the ground (using loo'k') (if they're all being hauled out of containers wait until some are either on the ground or in containers).
Enter 'I = dfhack.gui.getSelectedItem()' in dfhack (this will store the item info in the variable 'I')
Enter 'B.plant_id[SEASON] = I.mat_index', replacing SEASON with the number of the season you want to grow pig tails in (0 = spring, 1 = summer, 2 = fall, 3 = winter, and you can do it multiple times with different values to grow during multiple seasons)
During the seasons you chose to grow pig tails in, your plot will now have neither fallow nor any other crop selected. When it gets to that season your dwarves should go ahead and plant the seeds. You can repeat this for other crops you want that wont grow normally as well.