@Urist
As thistleknot suggested, it would be nice if you included the various info you have about using git scattered throughout some of your posts onto the front page and into the README as well.
Knowing how to 'play' and contribute from within the same overall structure will help immensely.
Also, I haven't done any more work on leathers. I only started messing with that when I wanted to start 'standardizing' skin/scale/shell/chitin/fat/tallow globs. (By standardizing I am referring to the listings in stockpiles, since the mod only creates one type of each). Further leather changes will require a little more thought, with my first one being a need for an advanced leatherwork / tanning shop to handle anything beyond leather and tough leather. The new inclusion of souls will go nicely with the idea of magically imbuing the basic material into a better material.
- remove [LEATHER] tag from everything but vanilla leather and tough leather so that they are not usable by standard leatherworks. (debatable, removing will mean they are not available at embark or orderable as leather.) (not sure if this would break generic tanning from glob to material)
- remove lamellar material from game (or leave it, but require combining multiple scale/chitin/shell with multiple tough leather or studded leather)
- adjust scale, chitin, shell, and studded to be on par with bronze with slight variations to provide variety.
- adjust tough leather to be on par with copper.
- adjust rigid varieties to be sub par to iron with same variations for variety.
Tanning shop
- all basic tanning from glob to material
- split fur into hair/yarn and leather
- create suede and the leather paper form (forget the name of it)
- boil leather in oil to make tough leather
Advanced Leatherworks
- custom reactions to make armor pieces from scale / chitin /shell. (would be a long list of reactions for these, including cloak, hood, buckler and round shield, there would be 9 * 3 = 27 reactions)
- reactions to make an armor piece could use multiple items of the material to help balance value to their metal counterparts.
- just for the hell of it, have journals, and a couple other crafts/instruments (those that make sense)
- custom reactions to make studded armor pieces (could leave it at the current materials for studded or create a custom reaction for each 'armor' metal using a single bar and an appropriate amount of tough leathers to produce the studded. For example: 1 copper + 1 tough = 1 studded / 1 bronze + 2 tough = 2 studded)
Existing religious building
- imbue a scale / shell /chitin armor item with a soul to make it the rigid (enhanced) material. (requiring 2 gloves may end up grabbing two lefts but you would still get a right & left out of it.)
- same could be done for studded armors to create an armor between iron and steel. (debatable since leather is easily produced from most livestock and wild creatures.)
- create new leather boots, gloves, greaves, and helms to be inline with the different aspects of leather armor vs. breastplate. Currently lamellar greaves are basically just as good as steel, but lamellar armor is not on par with a steel breastplate. This is due to the different tokens that can be associated to armors with the leather armor item being different than the breastplate item. Yet the same greaves item is made from leather and metal so the only difference is based on the material and not the product.
TLDR - I should actually be working anyway.