There is a alternative.
Create a seperate sub-set of weapons within your weapons raw with
[CAN_STONE] and then apply [TRAINING] so that base metal variants are ruled out.
If you re-modify your custom stone to be accessible (or have a workshop that can generate this kind of stone for you unnaturally) and also a type of custom log with the sufficient properties close to stone (also from a workshop/same one as your cheat stone) you can cheat the wooden training weapons to actually inflict more damage due to weight (like glumprong) without having to cross them over to edged stone. All this with [STONE_PREF] (so you can bring the materials & wood to construct it in the craftdwarf workshop) will mean you can embark with some stone, deconstruct the wagon, build a craftdwarf and a "mining pit" out of logs then convert the remaining wood log into a axe that can actually cut to collect more logs (assuming that the mining pit process is EXTREMELY slow and the 'woodstone' logs are cumbersome).
The [CAN_STONE] should be sharp enough to cut trees and you can probably mod in a inexpensive pick also using [CAN_STONE] without a metal variant since picks are edged.
You can also nerf their access to metal by restricting [FURNACE_OPERATOR], because the civ only requires access to metal ore in order to generate a full weapon even without weapon/armoursmith labours. I suggest a revision of your tokens since most of them seem to be altered copy tags.
> Remove [METAL_PREF] if its going to be unnessecary without a furnace operator to reduce them to stone age vandals
> You can't make rock arrows because ammo types are preset, the best you are going to get is to craft heavy 'woodstone'
> To help you i've already made a tomahawk design that i've altered for you that should work pretty well, i use it in my own games to outfit my 'dimunitive alliance' multiracial creature civ of kobolds/gnomes and gremlins in keeping them from fleeing from melee due to [FLEEQUICK] morale issue. Ideally the idea is to hold a shield in one hand, and chuck the 'axes' in the other and when they get close/run out of axes, revert to a petite but reliable hand weapon for self defense.
Its actually quite a neat replacement for bows if wooden arrows are going to annoy you.
[ITEM_WEAPON:ITEM_WEAPON_AXE_TOMAHAWK]
[NAME:tomahawk:tomahawks]
[SIZE:150]
[SKILL:AXE]
[SKILL:THROWING]
[CAN_STONE]
[TRAINING] -- for gnoll demonstration purposes
[RANGED:TOMAHAWK:THROWING_AXES]
[SHOOT_FORCE:700]
[SHOOT_MAXVEL:180]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:8000:6000:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ITEM_AMMO:ITEM_AMMO_THROWING_AXES]
[NAME:throwing axe:throwing axes]
[CLASS:THROWING_AXES]
[SIZE:80]
[ATTACK:EDGE:50:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:2:2]
Given that wood doesn't sink in very well and most definitely will probably not even penetrate, you might want to bump up the force a tad bit (since throwing strength doesn't apply to ranged weapons) The combined skills of axe and thrower will improve with practice regardless of the training type.
> [ITEM_THEIF] will work and initiate open hostility around them and world gen stealing (including goblins but also make you friends with kobolds, but items leaving even by your own caravan will be stated as 'stolen', in the same branch of babysnatcher making you on even terms with goblins)
> Improved bows will probably also pimp up your tomahawks, so that's a nice thing.
> Additional tools are redundant without metal such as the carving/boning knives unless you create a alternative tool with the same tool function
Also made you some better shield armour that more appropriately filled the theme without throwing away the rest of the armour to [WOOD_ARMOUR] that would have done a full conversion of metal armour to wood (which is up to your own discretion given a access to stone-property wood logs)
[ITEM_SHIELD:ITEM_TRIBAL_SHIELD_SHIELD]
[NAME:shield:shields]
[ARMORLEVEL:2]
[BLOCKCHANCE:10]
[UPSTEP:2]
[MATERIAL_SIZE:2]
[BARRED]
[LEATHER]
[ITEM_SHIELD:ITEM_TRIBAL_SHIELD_BUCKLER]
[NAME:buckler:bucklers]
[ARMORLEVEL:1]
[BLOCKCHANCE:8]
[UPSTEP:1]
[MATERIAL_SIZE:1]
[BARRED]
[LEATHER]
> You may require new reactions for some of the concepts described in the thread.
I hope this is informative and useful.