Been playing humans last few days already made a few different forts and i have to say the humans are quite awesome, great work meph! Found a few bugs for you,
first the human merchant and the trade voucher for bullets both give arrows, I changed the reaction to give ITEM_AMMO_BULLET instead of ITEM_AMMO_BULLET_L and it seems to work great.
Some other bugs I found were the fishing guild ponds are giving me stones called knowledge(only tested first two ponds) and the tailors guild final expansion(west wing) wouldn't start, no one would go take the money?
A tweak to population ratios would be nice, i was getting way to many work castes(to the point i only ever needed to join a guild once or twice) and not enough soldiers. In my opinion a ratio of 20% schooled workers 20% military castes and 60% peasants would be a better balance. Also about castes and guilds, a military guild(just for the basic war castes) would be super helpful, human peasants mostly make such bad military.
My biggest enemy(excluding the unrelenting army of lightning men that ended my fort) was alcohol. I was losing one or two people a year after I built a tavern including my commander, you should think about adding some alcohol dilution to their civ file I added it at 150 on my second fort and only lost one farmer to alcohol in three years.
Biggest roadblock for my fishing town(non-mining) was running out of coal and wood to melt the things the traders brought, could you add some good coal to the ore merchant? Buying wood to burn was breaking my bank
.
Last but not least were my theives who alwase seemed to want to take it to the enemy personally,I noticed that if I place my gunners on a wall that is not enclosed instead of going for more ammo like a good gunner(which even my peasant militia knew) they would hop down and try to beat the enemys face in with their guns and I think its from the likes fighting token?
Thats about it, starting a new fort now, ill let you know if I find ANYTHING else.