Keas are confounding though because they drastically reduce my fort's happiness (at least of the above-ground workers) and they are hard to cage-trap or even kill with marskdwarves. I think I'm going to make a new marksdwarf squad soon so hopefully I can get some more kea-defense coverage.
We've talked about this - that won't work.
The keas see further than a dwarf can shoot, but not further than a dwarf can see. So your workers still see the keas and get depressed, the Keas see your marksdwarfs and fly away before they're even in range, and nothing much ever changes. Even if you set up your marksdwarves under a roof, the keas react fast and fly faster, and your guys will pro'ly never have time to get a shot off before they're gone.
What you need is a minor project - a kea-catching tower. Build it up as high as you can (further than 20 would be nice, so it keeps them out of visual range). Nothing too fancy, just a pillar of stairs, then do the bait/trap thing - small roofed platform on top to hold the bait and a few weapon traps
(2-3 deep should do it, I'd think - call it an even dozen, using walls to channel the keas down 1 of the 4 cardinal directions) - done. No waste of dwarf-power, no training-time lost, all self-contained - poifect.
Since all they offer is "1 skull"... spears? Or 10 lower-quality blades, aim for minced kea, and call it good?* A nice skirt of grates or bars might be good here, to catch the ex-keas and let them rot way up high where they want to be anyway. Twice a year or so you can go up and retrieve the skulls if you want those (they will rot away otherwise).
(* If they were actually butcherable, I'd go with spiked balls and/or bludgeoning weapons, so you don't need to empty the cages and so kea-parts aren't raining down constantly - less clean up, less mess, better overall.)If you want it to serve double-duty, you could make the 2nd or 3rd level into an archer's tower for defense, and fill in below that with almost anything. Lots of options.