a lot to do there is... we even had a script from milo we wanted to implement, that would really differentiate the races. basically it would allow you to turn off or on vanilla buildings based on onLoad.init script commands for each race. so if you wanted to get rid of say the vanilla version of bowyer shop you could. It was going to be integral to the race concept I was building on, as none of the vanilla DF shops would be usable, except for butcher shop (there's an issue where if you can't build a butcher shop, your units can't butcher their kills, no butcher = no food source from animals). There is just SOOOooooo much to be done.
What is really needed is a series of script writers for each race, and each race needs all its reactions condensed into their own separate files. all the common reactions (reactions used in more than one race, clay reactions come to mind, but there is others, stone/bone/wood/gem craft shops, stone/bone/gem forges, archaeologists, etc.) should be grouped into individual raw files so that they can be identified as not race specific. Orcs have that kind of problem, half their reactions are in the human, dwarf, and kobold files. if they are to be shared they should be combined into separate files from the races. maybe a reaction_clay.txt file that would do all the reactions involving clay shops. similar issues for buildings, items, etc.
Right now you have:
Dwarves - no one.
Elves - attempted and abandoned more than once.
Gnomes - attempted and abandoned more than once.
Orcs - currently abandoned, its writer hasn't been on in 8 months. I started a revision of it, a few have tried it, but it kind of fell to the side line.
Succubus - Boltgun runs it but is rather busy with many projects and life as best I can tell.
Kobold - no one.
Human - no one.
Nagas - no one.
so we ended up with 0 progress on most of these races (other than orcs. who changed last in September; and succubus, which boltgun updates about once every 2 months) since this time last year.
The raws need to be somewhat detached from the gui. certain gui tricks used in the past makes editing certain files impossible once the gui has options changed. if you hit certain features, changes to the entity files are erased or corrupted. The gui switches basically need to be standardized to the on off format that he began to switch too last summer. ex.: "YESTHISMOD[";"NO_THISMOD!";"YESTHISMOD!";"NO_THISMOD[" tags you find through out the raws. basically equal length find and replace lines in the files so that they don't mess up the end of the file. pretty much ensure any implemented switch performs its job. I think this is why certain options aren't functioning correctly.
hmm what else can people come up with?