I feel like I should also point out that some biomes "double dip" on weather stress. Cool biomes, but not cold ones, will sometimes have snow and rain come together, and both trigger separate thoughts.
Also in regards to religion, Objects of Worship prayer never fulfills the need. I emphasize it because I seldom have significant numbers of such people, but in one fort I had seven so this was super noticable. In a surface fort of some 10-15 years, and they are consistently the least happy because they can't fill the prayer need, which I presume is because the hydra they worship isn't an actual god or goddess. This feels like it's probably an oversight, and a serious one at that.
Odd as this sounds speaking of that, it's consistently one of the happier forts I've run, that aside.
This seems to be because of a few things.
- The residents don't suffer cave adaptation. A huge source of stress seems to be just how strong this one is.
- The tavern is always well populated, so there's always people to talk to, perform with, or perform for (even without a tavernkeep, as the stuff stored in it is easiest to get and so constantly depleted by people going about their day normally.)
- The undifferentiated temple has proven sufficient. Not perfect, but good enough. Some of the hydra worshipers even preferred it to the gold and ceramic temple I built for them (the baroness worships the hydra so I thought it'd be fitting, don't judge me.)
- There's a well-stocked and traveled library.
- Everyone has personal homes of value comparable to nobles in most cases. Those who don't were born in the fortress and needed homes build quickly.
- Skilled leatherworkers, weavers, dyers, and clothiers are constantly outputting high quality clothing for people, allowing them to trade out even slightly-worn clothing quickly and providing one or more boosts to happiness.
- The militia is damned good at what they do, making fights generally very short affairs and with a... A minimum, of mangled bits. They are also consistently the happiest people because I got lucky with personality changes. Speaking of that, personality changes seem to skew heavily towards negative, making such a thing a highly luck-based thing that almost always decides the player can go screw, their favorite or important dwarves are going to be more depressed and more stress prone now more often than not.
- Many people arrived married, and as such there's a high population of youngsters running around. Regular births mean that all other stressors leave the parents at a happy medium.
- Corpses of invaders are thrown in a ditch outside where they can't generate miasma, and far enough away that they're generally out of sight 95% of the time.
- I try to maintain open imports, so trap reliance was a no-no. While what I get is entirely random, I seem to get enough stuff that about a third of the population is generally happy with their meal and drink options.
- Citizens and pets that die are interred quickly, to prevent the loved one stressor from tripping from them going unburied.
- Pets are encouraged, but difficult to manage with many residents who like the same animals, leading to one ass who is hogging all the goats, cavies, or whatever else. Pets can make a huge difference early on especially for your starters and early migrants.
- Embarking with goblets. Dumb as it sounds, it genuinely made a difference early on since the woodcrafter had to do and make other stuff.
In effect barring some dwarves who I literally have to use DFhack to fill a specific need on (hydra worship,) so they can do other things, everybody may not be happy, but they're mostly content, with minor dips here and there from werebeast attacks and the like spooking folks and sometimes killing a kid who decided to play outside the walls by themselves. But this took a very specific style of play - extravagant surface living with an active militia and determined pursuit of trade, and that's not a playstyle everyone is going to want to do because it's basically the opposite extreme of the "button up and hide" method of avoiding stress.
I will confirm what ZM said about vengeful thoughts - Way too powerful, and trigger much too often. I had a large number of dwarves go from happy to miserable because of a buzzard attack that involved a child standing on a roof killing the things, just ebcause they "joined" a conflict, even if they ignored it or ran away. One per citizen. There were 20-odd people involved. That's 20+ high strength bad thoughts hammering everybody at once, even though nothing really happened - hell the kid was happy as a clam cause he got to do something exciting, fight, and learn when during the mess and killling two birds, he leveled his wrestler and striker to novice.
On to martial arts practice: I propose using something akin to how champions work, but with civilians, and as a general thing. Practicing a martial art seems to require they actually level up the skill. I'd say adjust it so that completing a solo drill will fill the need for reservists/off-duty dorfs, and the need can also be filled by civilians in their down time opting to go and watch the militia train and learn from their demonstrations and sparring matches, similar to how active soldiers can watch a champion's sparring matches to learn from that; the latter in particular would be completely automated and only require an active squad be training in an assigned barracks.
This idea is mainly to counter the simple fact that there's dwarves or what have you with that need (practice martial art, fight, do something exciting) that are simply and utterly unsuited to doing any of those things mentally. Anything with below average stress resistance is a write off, meaning someone who uses the militia heavily if they do intend to screen recruits, has to pick based on how brave and stress resistant they are, over damn near anything else, instead of a mixture of factors (pre-existing skill, physical traits, and psychology all together.) Someone could be a perfect recruit for the militia right now in every way but if they're even a little fearful or stress vulnerable enough to have it noted in their profile, they're basically worthless for anything that could even slightly be dangerous, which also includes woodcutting, silk collection, and herbalism since animals may attack them and even if it's something they could punt across the field, that thing attacking them traumatizes them for life, nevermind participating in the vital defense of their home. The stress they receive between corpses and fighting are simply too great for them to do any of that.
I'd also like to throw my vote in for what was floated by Sappho and others - getting what you consider your favorite is a privilege, not a right. Well made food is still good food, even if it doesn't have your favorite drink or hamster eyes in it.
Also if a dwarf or whatever somehow doesn't have a preferred food, they really shouldn't have a need for "decent" meals, since it's obvious they clearly don't care what they eat, even if they like a specific drink. I've seen it often enough for it to be irritating that they still complain and yet if I cook enough of their favorite drink to make sure they can eat it regularly, then they have no favorite drink to actually drink, it's all been used to glaze goat roasts or something.