@Large Wereroach: You might try a minecart route that takes a craft from a stockpile, waits a day to move a stop (so that same dwarf won't do everything), then goes to put it on different stockpile that then gives to the first stockpile.
@xZippy:
1) You can look at coins. Each coin metal has unique design for the season. Can look at them, then collect them in coins stockpile as calendar of time passing in fort.
You can also melt them, either by splitting through trade depot first or not. Each 500 stack gives back 1,1 bars; split up it'll give 50 (so about twice as efficient per job). Best way to multiply metals not typical for weapons/armour.
Note on Ulfarr's answer: Any danger room design that hits the dwarf (so, all but like 1 minecart design), can give red wounds afaik (at least with featherwood earring dropping 1z), which can get infected, which can kill the dwarf. You may find it amusing to stick werebeasts or your enemies inside instead.
As barter goods to haul away to the caravan, they're useful for practising bartering - easy way to level up your broker's social skills. In terms of value itself, they're relatively worthless.
In adventure mode, you can throw them at enemies.
2) Odd flex, but most modern AC won't work if it is not provided with electricity. A villainous plot to sabotage it, overload corks, swindle enough money from the budget that it can't be paid for or seduction to get everyone outside might work. The last is also necessary to prevent various non-electrical climate control methods.
3) To add to what Ulfarr said, there are two main reasons to assign training weapons: 1) you want to train armor user on wildlife. 2) You want a wooden spear or sth that you can stick in a weapon trap that won't break (and that can burn forever, if that's desired).