I guess I should start with an apology. Last time I posted here I wasn't in a happy place - it didn't end well and Toady killed the thread. To anyone who was there: sorry about that.
Moving on...
I'm not going to post this in the suggestions forum because it isn't a new feature suggestion. It's also not supposed to be a list of bugs. Just little things that I believe are minor tweaks that (for me) would make a huge difference to enjoyment. In no particular order:
Hauling bins and barrels: I'd like to be able to turn this off. I liked the KISS approach of the old system. The new hauling leads to many bad things, including job cancellations and (more) dwarven suicide. Even were the logic improved I'd still want to disable bin/barrel hauling, globally.
Announcements: I'd like to have a per workshop/building option (just one) to turn all cancellation announcements off. Thus I could go to my plump helmet farm and disable announcements, therefore avoiding (temporarily) missing plump helmet spam. Other workshops would still generate their announcements.
Military: Dwarves should prioritise their military uniform over civilian clothing, even with the 'replace clothing' option disabled. There's not really a good argument for choosing a cloth cap over a steel helm in any situation. Esp when no one else can use that steel helm now...
Military: Dwarves should prioritise manual (unscheduled) orders over 'pick-up equipment'. This means all orders issued via the 'squads' menu. I don't want my Legendary siege-breaker stopping to pick up a freshly forged breastplate in the middle of a siege, because it's slightly better decorated than what he's wearing. My move/attack order should over-ride pick-up equipment, I think.
Military: Training in large groups is a big issue for many of us. Having to train squads of two to three isn't ideal. Danger rooms/ shafts of enlightenment not withstanding (personally I don't use them).
Animals: Being able to see gender when assigning to pens/pastures/cages. Esp for baby animals, who are all just "kitten" or "baby llama" regardless of gender. This is quite a big deal. I'd like my male cats to patrol the food stockpile and keep females locked up (I'm just that misogynistic).
Lists: more use of colour coding. The 'units -> animals' screen has nice colour coding for animals by type. This isn't used in the 'stocks -> animals' screen or the 'assign creature' screen for a pen/pasture/cage. Would be nice if they were all colour coded.
Labour defined for 'clean trap'. This job is always given to my Legendary crafts-dwarves because they have hauling disabled. Should probably be in 'engineering' somewhere, and thus able to be turned off.
More variety in immigrant skill levels: most immigrants are 'Great' in 1-2 skills, Novice-Competent in a few others. Almost no unskilled migrants using default world-gen options. I actually prefer unskilled migrants. Otherwise it's too easy to start churning out masterwork this, masterwork that...
More configurable announcements in Announcements.txt (so you can add pauses!):
*Issued a mandate
*Has grown to become a... (nuisance)
*Merchants about to leave
*Season change
*Work order complete
Repeatable work orders (ie the work order re-queues itself upon completion). Mostly for food/drink, and coupled with the 'disable workshop cancellation announcements' mentioned above, for more automated industry.
Pet neutering! This would be a great use for the 'Animal Care' labour I think. No more kittens for you, Fluffy. That's more of a new feature suggestion come to think of it. I guess I could assign all my cats to a 1x1 pasture and let nature take its course, but that does sound a bit cruel.
Undead/reanimation: I love evil biomes, and play almost exclusively in/around them. However an embark where all tiles allow reanimation currently isn't much fun. A lot of the problem is how quickly things reanimate, and infinite reanimation. Not sure if pulping is in DF2014?
Dorfs dropping clothing everywhere. Esp outside. They obviously didn't think much of that sock when they idly tossed it away whilst hauling some wood. But now it's suddenly important enough to want to store during a massive goblin siege? Even with all dwarves having cabinets they still randomly drop their clothing all over the place. Can they instead haul their unwanted crap to a stockpile *before* pickup up the new shiny thing they want?
Dwarf skulls made of paper. Any fist-fight/thrown plump helmet becomes routinely lethal. Major cause of tantrum spirals, as you just can't have a decent non-lethal punch-up. I don't even know if this is a bug or just a peculiarity of the system? I'm not going to stop my dwarves having fights, if that's what they want. But I'd like them to show more restraint if not berserking. Also continuing to attack an unconscious dorf during a tantrum is just plain unsportsdwarf like.
In case this sounds like a complaint - it isn't. I'm really looking forward to DF2014 and beyond.