Welp, after...quite a while I got in a mood to do a smol bit of tweaking to the mod.
Minor stuff out of the way would be footwraps being a thing, porting over some stuff from my other mod to make kobolds look less generic, and some changes to how caps and masks are considered armor vs clothing (reverting to vanilla handling for the former, allowing war masks for the latter).
Swordwomen and such is a minor flavor thing worth mentioning. It's not that big of a deal but does let you tell apart your human, elven, and goblin companions a bit more easily. Unless you're playing the same species it's not really needed for animal-people, but since there's the resident animal-people tribes that would be a factor more often than in vanilla.
The thing where it applies to animal-people is worth noting. I had to make a creature variation for the TWO genderless animal-people in the game because taking the streamlined way and dumping female profession names into the CV raw would break them.
Then there's the chance in values to humans. Instead of every value being a COMPLETE crapshoot, I set all of them to vary plus or minus 15 of what values old, pre-VARIABLE_VALUE humans used. The one exception was knowledge, which for whatever reason doesn't seem to have existed back when humans had fixed values. So I picked a range that would ensure they at least never HATE building libraries, as that's part of why libraries are infamously rare in DF.
The one that took a bit of time was trying to add just a bit more stuff to make kobolds and said tribes more distinct flavor-ise, and not much could be done. I went and dabbled in another possible way to make a civilization generate stone weapons, but that method didn't work. The only other option would be kinda less than ideal, as it'd populate allow stone clubs and staves, two weapons that are balanced with the density of wood and bone in mind, on top of making little sense (for staves it's self-explanatory, while a stone club logically shouldn't be any different from the existing option for players to craft stone maces).
Instead I went with adding a little extra to their clothing/armor lists. Not much really, Resurfaced get cloaks and footwraps as additional clothing, kobolds get caps, gloves, footwraps and sandals for extra clothes. For armor kobolds get gambesons in addition to the aforementioned caps, while Resurfaced gain leather armor and (wooden) masks.
As usual, if I borked anything or if any suggestions come to mind, feel free to throw them at me. :3