I like this mod. Very vanilla. After playing for a while with Elves I've found some things that were problematic or weird so I'd like you to consider them.
1. Elves live forever in vanilla DF. Sounds cool, but my migrants were often 200-300 years old which means they were Legendary in every skill they came with. In fact, most of my elves were somehow even older than the age of the World they were in (125 years). For balance reasons you may want to limit their lifespan, but I guess it's up to you if you want to keep it more vanilla and full of weird side effects like that. It's a very easy edit in the raws so I guess people who know how to modify raws can change it, but it's good to know before you start an elf fort. Maybe it's a good trade-off considering they can't hide underground like dwarves and have to fight with wooden gear.
2. Wooden gauntlets have the infamous "ambidexterous" gauntlet bug. When you use a modded reaction to make gloves, they aren't properly created, making versions that don't say "left" or "right" which means you cannot use them. There is a fix with a DFHack script called "autofixhandedness", you can learn more about this by searching for that word in the DF Modding forum. It just involves putting a script in your dfhack folder and modifying an init file to run it
3. It took me a while to figure out how to make buildings. You need a Craftsman workshop to make wood from seeds, but you need wood to actually build the workshop first. It didn't seem like I could embark with any grown wood, and I didn't want to embark with normal wood as an elf because it's not immersive. Eventually I learned that you can destroy the starting wagon for some logs to get you started. Perhaps you can find a way to let us embark with grown wood logs?
4. Getting seeds is tricky, but possible. There are 3 ways to make seeds: brewing, milling and plant processing. I just did processing for a while but it ended up being too slow after I ramped up production, so I started brewing. These are okay but I personally would like to see a "wooden millstone" added because elves can't make millstones or querns to do any milling. This would allow them to use more plants for cooking (flour and sugar), and even some dyes (emerald, red and black dyes are from above-ground plants). Up to you if you'd like to add those features.
5. Elves get a mood penalty when they have to drink water without a well, but I was unable to make a well because I couldn't channel a hole in the brook I embarked on. You have to channel a hole on a brook to use a well there, but I couldn't do any mining. They were just stuck with the mood penalty. I'm not sure how to go about fixing this, maybe tell people in the readme that they should embark on a large river, not a brook, as those have open water you can use a well on.
Like I said, I'm enjoying this mod, thanks for working on it and keeping it updated