I find 0.44.12 to be manageable (as opposed to the reports from 0.44.10-11, which caused me not to try), but yes, they're still very much on the (over) sensitive side. My carpenter worked fine for over 15 years, and then was sent in a squad to mop up about 5 camping siegers, and that was it. There's no way to break that spiral, although having mooded means the bugger doesn't die, just stumble obliviously and enter depression from time to time, then snap out of it. I've been able to turn a couple of risk cases around, but lost another citizen. My gremlin went bonkers before applying for citizenship, probably largely due to being naked (and only gremlins can make gremlin sized clothes). A merc went blinking red arrow very quickly, probably 1-2 months, but was described as a nervous wreck (but you have no info about that before hiring), which caused me to send that squad on a raid a lot earlier than intended (and they'll never return, as expeditions don't work for dead civs due to a bug).
It's a bit annoying with the visitors that either break spontaneously, or do so when residence applications are rejected, though (2 of those buggers committed suicide in my water cistern, despite there being ramps to allow exit from the water).