Alright, so after fiddling with some stuff, I've come to a conclusion I can't make the things attack all at once. As such, a coming fresh release will have some alterations.
So I've decided to stagger out the elves' active seasons for the next go, and include Horrors, predatory critters based on the cave and jungle horrors from Runescape that are prone to rage and like to steal food, drink, and squish dorfs and anything else. I'll also include thier optional entity, which subs stealing supplies for smashing stuff - Locked doors won't stop them. They're intended to make the caverns and more densely forested places more dangerous, savagery be damned.
Insurgents - Being local elves, they'll attack in Spring in a bid to kill thier loyalist kin.
Outlanders - Summer, with orders to disrupt trade with humans if they can.
High Elves - Autumn. This being the most important caravan of all, the High Elves will try to strangle this caravan themselves.
Outcast - Winter is when the societal refuse is sent in. Nobody cares about them amongst the other elf forces, so they aren't even trusted to try and hurt trade. Alternatively when I get the Barksplitters working, they'll be trying to harass barksplitter caravans.
Native Elves will be renamed to Loyalist Elves (as in they're loyal to thier fellow sapients/longstanding neighbors in the region.)
High Elves no longer use wooden weapons or armor. Seems it overwrote the ability to use metallic gear.
Goblins have been reinstated, necessitating number of civs get a 5 civ boost in world gen. Prior to this I had thier starting number set to 0.
If someone can tell me why the moded elves aren't using thier graphics properly, that'd be great. At present they look like multi-colored Dittos when using Phoebus.