Needs are broken as a whole, since dwarves require to be carefully puppeted in order to fulfill them - and even then, some can only be fulfilled if you are lucky.
"Unoccupied" - Requires working at any workshop. Not necessarily creative job, though - furnace operating is fine.
"Being away from traditions" - A dwarf needs to perform a specific musical/dance/poetic form (a one native to their civilization, iirc). Requires lots of free time for the dwarf, a temple or a tavern, and pure luck that they will perform (instead of watching) and perform what they need.
"Unable to practice a craft" - Requires performing a creative job at a workshop. Just one bad thought won't drive visitors insane, but it can add up to the other stuff.
"Acquire something" - Requires hauling a trinket (earring, amulet, crown, bracelet or ring). If you are lucky, a dwarf will appropriate what they are hauling, but it doesn't always happen: possibly conflicts with a different personality facet or value (e.g. a dwarf is greedy, but modest, thus, wants to aquire stuff, but avoids being extravagant). Not sure if this need can be fulfilled by aquiring new clothing or military equipment, but it is a possibility.
"Eat good meal" - Requires eating a meal that is (or contains) a food item from their preferences (such as giant slug eyes). Pure luck if you can grow any, gather any or buy any from caravans. Dwarves are only capable of locating their prefered food if it is in its pure form or when it is the titular ingredient of a prepared meal, thus, I recommend to disable cooking on those foods your dwarves prefer to make sure none goes to waste.
"Unable to pray to X" - Dwarves are bad at differentiating their gods and temples as of now. One possible workaround is to make all temples overlap, although, it is possible a dwarf would still think they want to pray to Y, while in reality they want to pray to X, leading them to getting stuck in a temple praying to Y, while still being worried about not worshiping X properly.