I've been thinking about the DF interface for a while now, and plenty of new players have come to me with complaints or suggestions for things to fix. This thread is to collect the most important and most realistic - things I think can and should be done as part of the 0.40.xx release series.
1. Add an "export all" option to legends mode which exports the basic map and text files, the legends XML file, all the detailed maps, and all available site maps.
It may also be useful to add options to "export all detailed maps" or "export all site maps" at the top of the appropriate list. Doing this in the current interface can be very tedious, particularly on larger maps or longer histories. Given that "everything" is a reasonably common selection of exports, this would be a very useful option - especially as it helps developers and users of third-party tools.
2. Allow command-line worldgen to substitute an arbitrary file for world_gen.txt
The command-line worldgen option is amazing powerful, and also barely used. More people might take it up if it didn't require modifying world_gen.txt to do the most interesting things. I therefore suggest allowing, as an alternative to the param name flag, passing the path to a file which contains exactly one param set. Scripts could then use temporary files to avoid having to handle world_gen.txt and risk deleting something.
3. Make moving the embark area more intuitive.
Currently, the embark area is moved within a region with 'uhmk', changed between regions with arrow keys, and in ten-region jumps with shift-arrows. Only the first of these can be changed to different keybindings in "interface.txt"; and at the edge or a region there is a hard limit to embark movement. I propose a set of related small changes:
1. Allow all movement controls to be set by interface.txt, so that alternative control schemes are possible
2. When the embark area is against the edge of a region and moved in that direction, move to the corresponding edge of the next region. This will work well once the artificial edges are removed, and significantly reduces the preception of them.
3. Change the keys used for movement to arrows for moving an embark by one tile, shift-arrows to move to the next region, and alt-shift-arrows (or ctrl-shift, etc) to skip ten regions. This maintains the 'modifiers move further' paradigm while unifying the movement controls across embarkation and fortress mods.
4. Make resizing the embark area exactly like resizing a construction in Fortress mode.
Currently the embark area is resized with 'UHMK', and uses the SW corner as a reference point (ie size changes only affect the north or east edge). This is close to the Fort mode system of 'uhmk' to resize (allowed following #11), and taking the center as reference point; removing these differences should be fairly easy. Reducing the number of UI paradigms for players to learn and remember is always a good thing, and in this specific case it will also teach new players the control scheme for constructions, especially the above frees up the lower-case controls.
5. Prioritize completion of the XML legends export.
Even in 0.34.11, there were gaps in the exported legends. With 0.40 generating a significantly richer world, it would be a shame not to make more of the history available for story construction in other programs.