IIRC, dwarves currently have only 3 different dyes,
Four, RGB and black but the latter is hard to get because it's only in evil biomes. But making the dyes actually visible seems like it would bring dye diversification up in priority. Keep in mind that the system decided here is not just for the initial steam release, although it should be good at that time, but is likely to remain the foundation of the game's graphical system indefinitely.
They mostly just wear identical items in either brown (leather) or white (pretty much everything else, from pigtail fiber, sheep yarn to silk).
Well, an increase from sixteen colors to allow shades of brown and white would be pretty nice. But common colors being common only makes it cooler when you either find an exotic leather, dye your clothing to make a uniform, or get an artifact item of clothing made from gems or something. Personally, I think that the diversity of faces (the skin and hair colors you've mocked up are already quite distinct, and will only become moreso with hair styles and lengths added, even if facial features are probably never going to be representable at this scale) will do more than enough to diversify individuals, and unlike clothes and professions, those don't change. Although I think the styles of clothing are also relevant to appearance, even if colors wind up being similar. Remember the old dungeon master, wearing several cloaks and nothing else?
In general I would vouch for the clothes being profession-based. Sure, I might personally prefer the clothes and all that to be shown in detail to get a more "realistic" view of my fort, but this is still a commercial release with the target audience being new players, who need/want graphical support. I don't believe focusing on the color of a sock should be the kind of graphical support prioritized before the dwarves' professions.
This is predicated on two ideas that I think are wrong. Firstly, that professions matter. I've already written a bit about this. Secondly, that it is rare for the typical player to care about their dwarves' outfits. For this latter point, I'd like to call your attention to the existence of scores of games with literally no goal other than playing dressup, to the hours that countless people put into designing their characters in RPGs, to the premium that aesthetic items command in MMOs and microtransaction-based games, and to games where dressup has overtaken the original premise of the game, such as Soul Calibur. Furthermore, I would like to point out that megaprojects are generally pointless endeavors of purely aesthetic merit, and that their popularity shows that dwarf fortress players are not immune to a penchant for the aesthetic.
You also can't assume the players will have their dwarves wear different clothes, as there is also the option to mass-produce identical clothes locally, and if they don't very little information is gained from looking at each dwarf.
If a player wants their dwarves to match, shouldn't that be fine?
Cruxador: Oh... so what should an animal trap that catches live prey be? I thought it's a tiny cage.
A cage-style trap can be used for that purpose, but they don't look much like what you depicted. They're smaller and they've got trappy bits at each end - an opening at one that closes, and a trigger at the other, usually with bait. You could also use a snare for live capture, you just have to set a stop or what you catch will usually end up choking out.
I'll change the screwpump to be top-down.
Good luck with making the slope/directionality look right then, I don't know how I'd go about doing that.
I do have wormy tendrils, (all grasses in fact), but Mike urges caution from adding too distracting grasses. There are 40 grasses and 7 growths, and the sprites I made for those might be too much.
In general, I agree with him here, but the evil biome grasses would be the exception. Wormy tendrils and staring eyeballs are supposed to be a horrendous writhing mess. Don't back down from making them that way in the official graphics.