...I happen to
like micromanagement. Before DT became a thing (and then whilst I became aware of it bscom8ng a thing) I would manually maintain multi-sheet spreadsheets, doing a subset of what DT was eventually capable of doing for me (semi-automatically) but with no less spreadsheet-like fun and additional responsiveness and with its more advanced analytical capabilities. I could play without it, but it's not the same without the opportunity to (
if I so choose!) get into the nitty gritty.
Like, I typically used Corpse Hauling as an unofficial flag (initially to identify those of the latest of migrants that I hadn't perused yet, as everyone I perused had it disabled as a final act after any other adjustments - should I actually need corpses hauling, I can flip that on again for all suitable haulers for the short time necessary). I also do use the Nickname system like that (to mnemonically indicate what aspirations, or lack thereof, I have for each member of the fort), so I could perhaps do without one of my methods, but at inconvenience.
No doubt I can handily make it than any pick-axe wielders had mining (and were the only ones with mining) and absolutely nothing else to distract them, from what I hear. But that's so trivial to implement at 'present' (pre-Steam, with DT as a bonus) as I play it. Couldn't be much easier, I imagine, under the new system.
Probably I can immediately* prevent anyone arriving who thinks they are a fisherdwarf or hunter from then actually going fishing or hunting (with all the attendent problems that I'm trying to avoid). ((* - Or, if I don't feel like having to have a hauler wander out to the edge of the map for dropped quiver and crossbow (which is likely to be the ex-Hunter's again when I enroll them in marksdwarf bootcamp) I can make the change just as they move inside my fort but before they regain 'free will' post-migrant status.))
Perhaps it's even trivial to find a dwarf with a penchant for marble (say) and nudge them towards stoneworking in either of the two main forms, regardless of the skill-levels/lack of them that they initially possess. I'll accept suboptimality in exchange for MAT-biases that might become very useful later on when they're significantly beyond Dabbling.
But this is just a subset of my desire to micromanage (often with just a few short clicks in DT, even as the 251st (or whatever) dwarf arrives in the latest embarrassingly large migrant wave, which I take as tacit indicator that I've been doing things more or less right all this time) and while I'm not above using
some preset "player zero" adjustments, I would derive less pleasure if it became too much of a dumbed-down game. The ASCII-like nature of the interface might have been intimidating to some, and the mnemonics behind the hotkey assignments used might seem a little obscure (there was a logic to it, once you thought about it), but the success/doomed-to-failedness of a fort shouldn't ride on what might be quite drastic changes to the management system. Especially not (adversely) the bits apparently added to divorce the player from
optional micromanagement.
When I eventually take my chance, I'll give it a go. I'm thinking that'll be post-New Year (for various reasons, not least that I need to plausibly spare the time to get sucked in, if I indeed am going to be) which may yet be ahead of proper DT support. But I've always got spreadsheets!