@DrudeFiegler:
- Look: There is basically the option of interacting with things through a single operation that then goes into sub menus to get at the commands, or several operations that go to the appropriate sub menu directly. It's one of the things that's going to be looked at as part of the UI overhaul, though.
- Everyone harvest, unless you disable that, but only farmers plant (and they continue to harvest when others are blocked). The other top level orders similarly are fortress wide, rather than tied to jobs. A common one is Collect Refuse from Outdoors. This is disabled by default, and will cause animals killed outside the fortress and outside of the fairly short butchery shop range to not be processed, unless it was killed by a hunter that then brings the kill home (they can get interrupted, in which case the kill is left to rot).
- Furniture: The logic is in a rather slow process of being shifted from furniture defined locations to zone defined ones (hospital/tavern/library/temple/guild hall). It will probably take many years before that's complete, though.
- Logically, you need an axe to cut down a tree (a saw would do, but that's not dwarfy), and similarly a pickaxe is needed to mine and a crossbow for hunting (bows are for elves). You need an anvil to make a smithy, but all workshops implicitly provide the tools needed for working in them. It's a matter of which level of detail DF should go into (a fisherdwarf could, for instance, require a rod for fishing). The requirements for tools will probably be increased for the new zone based workshops, and it's possible tool availability in them might restrict what they can do.
- Containers have a limited capacity, but it's fairly large. The default hospital requirements fit in a single coffer, I believe.
- You do get a message when repeat orders are cancelled, but I agree it's annoying that the order gets deleted. Some would point you to the Manager, but I don't use it (and the Manager can't handle shearing in a reasonable manner, which is one of the many reasons I don't use it).
- You typically don't have that many kinds or ore, although gems might be an issue. Note, however, that you should save some raw gems for strange moods. I certainly wouldn't complain about a more generic "melt ore" order, but you may want to use the specific ones at time to ensure you get the metals you want and save the "junk" ones for later, and you may also want to ensure alloys are produced in an efficient manner.
- Stockpiles are messy, and, fortunately, it's one of the things that's on the table for the UI overhaul. If it makes the cut won't be known until it either did or didn't, though. Sand is "sand bags" at the end of one of the stockpiles (furniture I think, but it might be tools. I always disable sand bags, as it results in a needless additional hauling step [during which the bags are tasked for hauling, but not available for usage by the workshop operator, and so those repeat orders can get cancelled because sand bag hauling is a low priority job]).
- DF is, in practice, heavily wiki dependent, to, e.g. find out which kinds or rocks are magma safe, and to find if a soil or stone type is aquifer bearing.
- Exporting/Importing is a bit tricky, because all fortresses don't have the same resources (it's not uncommon to find that your civ can't make high boots, but only low ones, for instance), and that's before modding is taken into consideration. Still, it would be convenient if you could export/import templates.