BTW, there was a dwarf named cheese, could you keep him solely a cheese maker
Last I knew, the dwarf "Cheese" was making cheese. Luckily, migrants brought milkable animals (and also all of the other types of animals). You may have been both milking and making cheese, but I won't know for certain (or be able to change it) until I get home. Also, one of the dwarves somewhere has the mechanics skill/job, and I have no idea who.
On a related-ish note, I remember digging out a big room to use as an indoor pasture, but I don't know if we have caverns. Doesn't that prevent growing indoor grasses?
If it does, I can dig out the roof and use the glass furnace to make infinity glass blocks (instead of pots, because barrels are a thing that exists) to act as a greenhouse. It's like 90 z-levels away, but there are already dwarves wheelbarrowing around rocks everywhere. Semi-necessary greenhouse would be a better use for them, but has the downside of allowing light into our fortress.
Goals left: enough steel armor with wooden shields for the whole 14-member army, get the well project like 70% finished, fail to learn why we have more than 15 squares on the y-axis, set up a hospital, hope a legendary doctor (all 5 skills) and a legendary weaponsmith show up or just turn on those jobs for Urist UcRando and let the next player train them. Learn how to post pictures so you know what the merchants want to trade (spoiler: they're getting piles of bone gems instead) and the status screen from the end of my year. If someone knows a lazy way (I don't need to sign up for anything), let me know.
Things I might do: Maybe I'll also create a garbage dump right over the magma sea to dump garbage from butchering and poor-quality wooden shields. Oh, I just (re-)learned mining skill doesn't affect chance of dropping ore, so I might go dig up some adamantine as well. There is literally no chance that will cause our wealth to skyrocket, bringing in more migrants and monsters than we can handle.