Some questions:
Plate Armor - does the platearmor inherit the properties of the leather used in its construction, e.g. Netherleather, dragonscale, etc.
Layering armor - earlier entries in this thread indicate you can go padded + Platearmor + mail as layering. Is this still the case?
Musket / pistol ammo - what material factors affect the damage of bullets? Is lead better for weight or steel for for piercing? Does it follow the general rules for bolt damage, or are they effectively blunt damage only?
Large gems - I'm trying to make a large gem stockpile, but cannot locate the proper settings. Any pointers? I'm trying to build the air temple, but it's not pulling the large gems from the archeologists lab. Unless I am muffing one of the other materials...
!!FUN!! - I admit that sometimes secret fund stuff can be really fun, but hard to figure out. I've gotten good at identifying fun like vampires with vanilla, but the things that turn your dorfs into opposed to life berzerkers are eluding me. It drove me nuts so I was using DF Hack's curse check to look at every dorf, (blanket cursecheck had revealed 3 cursed creatures on the map, one was a vampire I had Amontillado'd as my bookkeeper.), but I never saw the other two. I generated two wards of armok and placed them, but no cultist appeared. Is an acolyte of the carp god opposed to life? I ended up doing the sacrifice to remove shoggoths, which appeared to work (curse count back to 1), but I wonder if it was the ward fixing them or the sacrifice? I did not see any message warning, so I assume it is a behind the scenes thing. Can you shed a bit of light here if its not too spoilerish?
Plump helmets / pig tails - I'll never generate a world with no cavern water again. Interestingly this had a major effect on dwarfish civilizations. There was only one mountainhome left to choose from. I was using fortress defense invasion races, which took up most of the available civilizations out there.
Armory - I assigned two stockpiles to the armory; one a leather and the other an armor. Jobs are still red? (edit - I am silly. I needed to add steel bars to those stockpiles. geez)
Magic School - to have a dorf join the magic school, do I have to manage the allowed laborer, or will the school pick a dorf with the Sorcery labor assigned that is not yet a member of the school?
Patternwelded metals - This only available at the magma version of the metallurgist?
Totems made from leatherwing bats and moleweasels are not valid to sacrifice as totems to armok?
I have a love/hate with the disease function. Never before have I had to make a diagnoser a priority on embark. However, is there a way to modify the storage function of the hospital so medicine is stored there where dorfs can access it? I have a huge number of barrels in a storeroom next door for this purpose, but can liquids receive the same treatment as thread, soap, etc?
Nitroglycerin - is the chance for failure truly what is described? I've had 3 explosions in 6 attempts. Either really unlucky or clumsy chemists, but I learned the hard way to put the chemist in its own room with a 1 tile wide gooseneck and blast doors.
Thank you Meph for putting together a spectacular mod!