Ah, ehm, I maintain and update the OldGenesis mod (130 to 500 users), and I believe it adheres to the vanilla feel of the game.
OldGenesis has like 300 tweaks that fit your query. Feel free to copy parts of it.
More weapons, more armors, elf subspecies, human subspecies, goblin subspecies, centaurs, weaponless beastmen, tricksy serpentfolk, demon civ, mind flayer civ. It's super easy to remove unwanted civs.
Also more minerals, trees, plants, workshops, reactions, wood tiers, leather tiers. More languages, including my native Finnish.
Whips replaced with halberds.
_OldGenesis_ is a Dwarf Fortress mod by Deon, with loads of additions by TomiTapio.
It is around 83% by Deon, 16% by TomiTapio, about 1% by guest contributors.
Creature graphics, civilizations, weapons, armors, workshops, plants, half the creatures by Deon.
Additional minerals, trees, many creatures, leather tiers, wood tiers, Finnish language file, fine-tuning, updating by TomiTapio.
Mod's roots go back to "DF Complete" by Deon, 2009. OldGenesis carried on Genesis 34.11 in fall 2012 while Deon went into an all-new Genesis 4.
TomiTapio updated this from 2012-DF to 40.0x during 2014-07-15 to 2014-08-07. Took 22-28 hours.
No third party utilities are required to run the mod.
Grab TomiTapio's FINNISH language file for other DF use!
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Features by Deon:
- Adventure mode crafting and spells
- 10 dwarven castes, they learn different skills at different rates.
Stone is common dwarf, Steel is most durable. Jade is learned, obsidian resists fire, deep is gloomy,
moss disease-resistant, aspid poison-bitey. [Domple and Shield caste by TomiTapio. Domples have a learning disability, Shields learn combat well but are slower.]
- 16 races/subraces
- ~100 new unique creatures
- 50+ new items (toys, weapons, armor)
- Reworked plants and trees, many new plants and trees were added.
- Evil and good biomes have more diverse plantlife/trees.
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy transmuting metals to other metals (often 3:1 ratio).
- Material and tissue overhaul; combat is deadlier and more realistic.
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.
- New custom night creatures and bogeymen for your adventurers.
- gender-specific bodyparts, for brutally awful realism. Crotch, phallus, testes, wombs, breasts. Can get nasty battle injuries. Doesn't affect babymaking.
- there are rude words in the language files.
- dozens of new workshops.
- stonecutter/grinder workshop for making certain items from stone. Can grind useless junk stones away (instead of bridge-slam Atom Smasher)
- furniture workshop, including stone bed, wooden spear, wooden dagger, wooden blunt staff, glass furniture, leather bin (lighter to carry)
- cheating options, because rarely one might need them: make ANVIL out of rock. Make a PICK out of rock.
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TomiTapio has added lots:
- Finnish language on some civilizations
- Many tiers of leather. Small critters provide good-for-clothes suede, while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
Instead of one leather, we have 1: suede 2: leather 3:toughleather/hide(rhino,elephant,pekyt) 4:demonskin 5:dragonskin and 6:fur (a type of expensive pretty leather from certain fur mammals)
- More tree species and three classes of wood: So one can manage which logs go to furniture and which to fuel.
regular (value 1 birch, fir, pine, cork oak etc.),
fairwood (value 2 beech, yellow satinwood),
goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.)
Tip: designate with mouseclicks which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
Tip: use "charcoal the cheap wood" reaction to make charcoal from the junk pine/fir/birch.
rowan, redwood, redcedar, hickory, holly, yellow birch, silver birch. loblolly pine, spruce, noble pine.
- new real minerals (fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous warped stripes), hornfels, greenstone, elvan, zeolite(in your laundry powder),
syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble,
Black Marble[bitumin-darkened limestone], rapagranite(circular patterns granite) ).
- Pentlandite ore: gives iron and nickel.
- new animals, including boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel, giant otter, wandering human monks (a type of hostile animal), goblin adventurer.
- White Bronze (CuNi, 75% copper, 25% nickel, a real alloy, corrosion-resistant for seawater)
- bleeding and pain tuning, weapon tuning. Don't want pain-fainting from "wooden bolt to bird's toe"!
- add ice to swimming pool (does nothing)
- feed excess meat to animals (just to vanish the meat and tallow)
- melt ice boulder to water bucket (useful on glacier embarks), press hospital-water from stacks of plants.
- adventure mode: Most civs have soundmessages. You'll hear war cries, praying, burps and shouting at bandit camps and towns.
- animal top speeds from web searching.(see my gaits file) Much better than vanilla DF, can't run-chase the fast animals.