Yeah, I've got to patch up the workshop access thing. I guess I keep getting sidetracked with making new stuff and forgetting to fix up the little issues.
Odd about the natural-born clockborgs, they're supposed to be virtually nonexistent. Pop ratios can sometimes be a little wonky, I'll fix those.
I was considering making an embark profile, but I'd like to build up their options a bit more first. One thing of note is that if you want to go the animal taming route, having a high-level animal trainer is a good option. Bringing along a bunch of high-value animals can help too, although they matter a lot less than anything you catch in the wild.
I'm not sure why gnomes can't bring stone or blocks. Might be something leftover from their trader days in the entity file.
As far as the nature merit system goes, pets killing wild animals is the smallest of the demerits, however it's still multiplied by the animal's pet value, so you might want to keep the ogre away from those drakes. If you want to see details on your standing, commune with nature at the shrine and check the dfhack console for the worth of each individual item. (Wild forest spiders, I've noticed, can be a major problem, since they are both high-value and aggressive, they are likely to kill or be killed by pets.) You can redeem yourself easiest by capturing some high-value, first-layer cave critters such as giant insects, taming them, and then letting them go - some of those can get you 2500-5000 points or more, each. Or you could just forget about the nature shrine altogether and capture your pets through normal methods. You don't HAVE to use nature magic. (Or just forget about pets and use automatons instead.)