That raises are more general question though: what's the criteria for which of the various tweaks and UI extensions are enabled by default (i.e. labor manager, tweak eggs-fertile) and which are hidden behind commands that have to be run explicitly every time (i.e. embark-assistant, tweak cage-butcher)?
Actually, labormanager is not enabled by default, and tweak cage-butcher is. Maybe you're using a pack that has overridden these? labormanager is a play-style preference that shouldn't be forced on everyone by default. Also, tweak eggs-fertile was disabled for being too "cheaty" until
https://github.com/DFHack/dfhack/pull/970 - I didn't remember accepting that, but apparently I did.
(tweak cage-butcher only has to be run once on startup to be enabled, and that's what's in the default dfhack.init-example. Not sure if that's what you meant by "run explicitly each time" - it doesn't have to be run every time you want to butcher something.)
In general, there are only a few categories of tools that are enabled by default:
- things that are fairly uncontroversially improvements (tweak stable-cursor, tweak burrow-name-cancel, tweak kitchen-prefs-all, search, etc.)
- things that, when enabled, only add options in-game to start using them, but don't actually do anything until then (manipulator, autogems, autochop, automelt, autotrade, etc.)
- bugfixes
- keybindings (that don't conflict with vanilla keys and are unlikely to be triggered accidentally)