Hi Meph, thanks for including the mod in your GUI.
The five-stage construction just allows the corner pillars to go up one by one; you don't see the central slab/altar thing erected because the dwarf building it is always standing there, but in principle the dwarf could get pulled away at the last moment.
As for the graphics, I've just been too busy to make up TWBT overrides for the Tributes. They would be a nice touch. Take a look at the second post in the thread to get an idea what they are supposed to look like (the four corner tiles are impassible).
The AI quirk is irritating. I can induce an "attack" but haven't figured out how to induce a "fight." Still working on that. Fortunately, Awakened Stones tend to appear deep in the fortress and give your militia time to try to fight them. Wyrms are almost always berserk, so they don't have this problem.
Pet Rocks are classified as vermin because (1) they are small, (2) I don't want them blocking out a wild animal population slot, (3) I don't want them appearing at the edge of map never to budge again, and (4) the wiki claims that owners of pet vermin will carry them around. I have not observed that last behavior, though. I haven't had a problem assigning them as pet-adoptable from the Z screen, or getting them pastured from the pasture's N menu (though actually moving a Pet Rock seems to be a low-priority job). This class of vermin can pop up at random around the map, though the overwhelming majority are a side-effect of mining.
Remember, Pet Rocks are friendly little buggers... any Pet Rock that appears on the map via any means switches to the fort's or adventurer's civ pretty much instantly. You don't really need to worry about "wild" Pet Rocks distracting your cats from actual damaging vermin.
Just a couple quibbles about MW's TESB: it's the only mod whose name is not Title Case, and it looks like a lot of the files have the [OBJECT:] declaration on the header line. Not sure if that's going to cause any problems.