One way to combine refuse and atom smashing is to dig a hole, put an atom smashing bridge at the bottom, and then make the bottom inaccessible either by bricking it up or by controlling access with a locked hatch or door. You then won't have a refuse stockpile at the bottom (and thus no refuse stockpile accelerated degrading, for better and for worse), but if stuff is dumped down an inaccessible hole, the dorfs won't try to haul it back up.
Another way is to dump the refuse you want to get rid of onto the bridge and then smash it, but that locks the dumping function up.
However, I still recommend separating sentient refuse from the regular stuff, and goblin salsa doesn't matter of nobody gets to see it.
I get rid of the excess bones by producing bone greaves, gauntlets, and helmets, while horn, teeth, etc. are converted into trade junk for trade disposal. I sell off all armor that's not masterworks (as I do with all clothing unfit for usage by my dorfs).
Understanding the wonder of the QS is very useful indeed. The main issue is that it can be considered an exploit. Setting up a QS is actually very simple, although there are multiple ways of bungle it.
- Build a track stop set to dump in a chosen direction (if DFHack is used, a plugin allows you to change track stop properties after the stop has been constructed, as well as view it. In vanilla you're blind and get what you constructed, so when in doubt you deconstruct and rebuild).
- Set up a single tile stockpile on the tile the track stop is set to dump. Set it to accept all items you want to have in it and set it to take from links only. Don't forget to remove bin/barrel usage. It doesn't matter if it's set to accept more than you actually intend to store in it, since it will only hold what's put in it. For a sentient refuse QS, for instance, just setting it up for refuse will be sufficient, since the track stop will only dump sentients. Note that for a sentient refuse QS, this stockpile can be placed at the bottom of a hole below the dumping tile.
- Once the track stop is built (not mandatory, but I have my misgivings about full stockpiles), define a feeder stockpile the defines exactly what you want to store adjacent to the track stop. It should not take bins or barrels, but may use wheel barrows (useful if stone is stored, for example). I normally make these stockpiles something like 2*3 tiles in size.
- Create a new route (I typically name them "Workshop QS", "Sentient Refuse QS", etc), and then a Stop on top of the track stop. Make sure to remove all departure conditions from the stop, and to add the same broad category item selection as you used for the "links only" stockpile above, and then set the stop to take from the feeder stockpile defined in the step above. Since everything is taken from the feeder stockpile, you'll only actually handle what gets into it, so again, it doesn't matter if it covers too much.
- Assign a mine cart to the QS route.
If done properly, dorfs will now haul stuff to the feeder stockpile, then take said stuff from the feeder stockpile and load it into the mine cart (once it has been placed, of course), and the track stop will immediately dump the stuff put into the cart onto the final stockpile tile.