@Enemy Post: what issues have you found with adding [CAN_LEARN] to pets? Does it create gameplay bugs or some weird behaviours?
Well, the sentient pets in my mods were mostly the (completely sentient) Star Wars droids, so I'm not really sure what will happen with only CAN_LEARN. I would expect weird things like dogs requesting citizenship and/or dogs explicitly having human jobs to be the most obvious issues.
Would putting [AMBUSHPREDATOR] on coonhounds, foxhounds and beagles allow them to get closer to pray when assigned to hunting?
I wouldn't expect it, since AMBUSHPREDATOR is a really specific effect intended for wild animals ambushing dwarves on the surface. However, I did want to show you an idea I used in Primal that might make it easier to quickly test features on all your dogs.
Make a creature variation called [CREATURE_VARIATION:DOGPATCH_404] or something like that. Don't put any features in it just yet, though. Then, go to every dog and add the line [APPLY_CREATURE_VARIATION:DOGPATCH_404] just above their descriptions. Once that's done, you can add tags to the creature variation to change all the dogs connected to the system at once. For example, if you wanted to test the effects of giving them all CAN_LEARN, you could put [CV_NEW_TAG:CAN_LEARN] into the variation. At that point, all the dogs would have the tag and you could effortlessly remove it if you didn't like the result.