I loved the live Dwarf Talk and can't wait for more of those to start up regarding magic and culture. It's given me lots more questions though.
Since kobolds, or at least kobold sites, are getting an update soon will there be any expansions to poisoning weapons or world gen traps to make them comparable in challenge to the other major game races?
Since they're smaller than goblins, occur in lower numbers than goblins, and don't even have armor it seems like the environment will have to be more difficult to navigate, at least until the mechanics are in for tossing scorpions at people or poisoned nets or whatever else has been predicted for them.
Do you have any plans for felled trees or piles of rocks blocking paths for multi-tile things with wheels like wagons or siege engines? Obviously tiles are very fluid when it comes to moving over furniture but it seems like there'd be something missing from the arrival of goblin siege engines if big piles of logs in their path don't need to be cleared out, allowing the dwarves more time to flee or maneuver.
Are elvish abilities (growing weapons, communing with animals) going to become components of the nature sphere under the myth generator, or remain abstracted for the time being? There was a power goal about talking to rabbits and leading them on a revolt, will that make its way in there? Are those terrible wooden armors going to see some kind of magical boost to put them more on par with other races, whether its in regards to strength or the new armor damage system?
Will/do semi-artifacts gradually wear out and is there going to be a way to get armor to semi-artifact status in adventure mode if you're really desperate for that adamantine helm to be passed down to your grandchildren once they're implemented?