Just a little bit of thought on healthcare, while we have health, most dwarves dont actually really care...
Such as your military being victorious in battle, you lifting the alert and putting the squads back to inactive, and the squads walk back to the fort and nobody cares about picking up poor unconcious Urist, instead preferring to let him sleep in the mud until Urist Mcminer deep underground suddenly hears that his dear friend Urist McRecruit is outside, and goes get him. By the time he arrives, Urist McRecruit has died from bleeding.
So yes, the first thing has to do with the job priorities of healtcare-related jobs, which is quite low, and with how urgent it is in most cases, it needs to not only be a high priority, but also a job that can be 'overridden' by another dwarf.
-If a dwarf has the recover wounded job, but another dwarf with 'no job' is at least 15 tiles closer to the wounded dwarf, the dwarf with no job is set to recover the wounded, while the other dwarf reverts to having no job instead.
In a similar way, dwarves often neglect those in hospital, doctors would rather continue making trinkets then diagnose a patient, if a job for it is created at all, and even with all professions turned off would rather continue hauling items, meaning that if you want dwarves to be really taken care off, you have to turn off all labors. But even then, the doctors often end up just idling with 'no job'
It's a big annoyance, healthcare needs priority, the jobs need higher priority, but unlike with recover wounded, it doesn't have to be overridden by another dwarf.
Foreign aid:
So that merchant caravan of the humans, mountainhome, or elves was attacked, and now their wounded are crippled. Instead of letting them walk off the map with all their wounds, allow the option to be there for these wounded to be treated at your fine hospital. Now I know what you all think, "Why would I want to give aid to those dirty rotten Elves?" Well, that is because in fact we are torturing them. We drag them inside over our finely engraved stone, put them in a wooden bed, made from wood cut down by dwarves. Attach wooden splints to their arms and legs, made from wood cut down by dwarves, and to top it off, we make them hold a pair of wooden crutches, again made from wood cut down by dwarves, to walk out of the mountainhome and back to their beloved trees (unless they hang themselves by a piece of hemp rope the moment they get outside)
When it comes to other dwarves and humans of course, we do get some advantage from having them remain alive, and the doctors will actually have something to do. In case of multiple wounded, the dwarves living in the mountainhome get priority of course.
This healthcare will of course put you in favor of whatever civilization. "Xx civ was grateful for aiding one(or two or three or ten) of theirs and given you an XX discount for the trade of this year. In addition of course, that civ thinking good about you somewhat reduces the chance of war and invasions. And, in case of a dwarf, they may even opt to become one of your citizens. If you dont want to give them aid, I'm sure a setting can be made for it 'Refuse healthcare to Elves/foreign civilizations/all civilizations/nobody', or you can lock the door of their hospital room.(they should suffer from hunger/thirst as long as they are your guests)
And then the last thing that always bothers me, the lack of injuries.
Most injuries are sustained in battle, or nowadays, dwarves falling out of trees. My fort has been injury free for three years now. My doctors are bored, and now all legendary clothiers, weavers, leatherworkers, and even miners.
I'd like to see some kind of random injuries happening to dwarves while they do their day to day business. Low chance of course, no 'major' injuries like chopped off hands/broken spines/crushed skulls. A higher chance of it happening to dabbling dwarves then skilled ones.
Things like a miner getting a lump of rock on is foot, and ending up with a broken foot. A bone carver accidentally piercing his hand with whatever tool he uses. A child running through the halls, tripping, and breaking his nose on the Masterfully engraved image of Urist the dwarf in microcline. The war-dog in training bit his trainer, and now has a bleeding hand. The carpenter almost sawed off one of his fingers, but the mason next door smashed his open, while the Smith two doors further managed to hit his arm with a hammer and fracture the bone. The fresh recruit tapped a little bit too hard with his weapon (and actually emphatises the need for training weapons with that)
Whatever the reason, minor injuries can keep your doctors from going rusty, and actually increases the need to set up a proper healthcare service
I'm pretty sure some of these things have been suggested before, but I hope to have at least added some new suggestions.