The sausage project continues. A lengthy three-year playtest with a relatively mature fort has yielded very useful data.
Sausage and cheese syndromes work great and seem to improve the average mood of the fort, but present a dilemma of abundance; cheese is brought in massive quantities by traders, and bounteous provisions of meat bring with them many stacks of intestines for sausage making. Micromanaging the kitchen stocks to disallow each new sausage type (determined by meat used) is tedious, but removing EDIBLE_COOKED would make it difficult to keep track of them. A simpler "dwarven sausage" template could reduce tedium, but would mistakenly imply cannibalism - which is quite disappointing. Between serrated disc traps, livestock culling, forgotten beast bits and imported foods, my fort of 60 has over 1100 prepared meals and "other" (cheese, sausage) in stock. It feels a bit overwhelming, really.
My considered plan of reducing creature sizes across the board was starting to seem appealing, but I ran into a single massive flaw: Randomly generated beasts and clowns would not respect those rules, and those terrifying titans would become all but invincible if the rest of the world shrinks by comparison. So, for now, it seems there's still no solution to the meat surplus... Sushi, however, remains a pleasant stretch goal; since traders very rarely bring aquatic-beast meat, it's less of a headache than sausage. I think for now I'll multiply the value of cheese again and remove sausage until I can find a less bothersome way to implement it.
Next addition, when I get to it: an optional module for adventurers. Eat the [beating heart] of a megabeast to gain immortality, and maybe an ability related to its powers...