When I first played DF about ten years ago (it was when the medical system was known to be The Next Big Thing, but before it came out, if timing matters...), what drove me away from the game was the gigantic migrant waves. All I was doing was frantically digging more bedrooms, making beds, doors, food, booze, trying to figure out jobs for all the new dwarfs, and oh look yet another wave doubling the fortress size again! Since coming back this summer I learned that one can edit the population cap (the Lazy Newb Pack launcher is very helpful for this, among other things) and now I keep a very tight lid on it.
Re: werebeasts, my only issue with them is their stealth. A drawbridge isn't any use against things that aren't detected until they're at the drawbridge. My "current" (haven't played since this summer, but I've been too exhausted to play any games since then and I do consider it an ongoing fort that I'll get back to someday) fort got lucky and the militia hacked it down with no damage to themselves or any civilians. Could easily have been an instant loss though, despite a defensive setup that was at no risk of casualties while defeating a siege of armored undead from the local necromancer tower (siege size = fort size, which I thought was not how these things were supposed to scale, particularly when fort size = 24
)
+1 to the marksdwarf complaints. Those guys are a gigantic pain. A detail that I didn't see mentioned in the first 100-odd replies is that one can't use station orders to move them to the correct side of the wiki-standard 5x5
archery tower; doing so requires the much larger 9x9 version of the tower. The wiki only mentions that version in the context of climbers, which I haven't found to be an issue, in my admittedly limited and scattered experience. Not being able to tell Urist McIdiot "The enemy is on
that side of the tower!" has definitely been an issue, however.
If the station order told a dwarf to stand as close as possible to the designated spot instead of anywhere they feel like within a three tile radius, that would help a lot. See also a melee squad being told to form up in a corridor and ending up with half the squad in a storeroom on the other side of the wall.
As I think someone mentioned earlier in the thread, uniforms should default to replacing clothing. "Why won't my militia wear their gauntlets and boots?" is a pretty common question from new players (including myself).