In case Toady or ThreeToe see this: a few other thoughts from the DF binge that ended with this fort (besides the needs system as noted above).
* First off, hi! Not played too much in recent years but did a TON in the 2d days and shortly after the 3d update. I was at that first meetup at Ivars in Seattle and still have the crayon art I received there. I grew up in North Kitsap so it was cool hearing how you guys were adapting to the place at the time.
* Even with DFHack and embark finder it is a lot of work to find a location I want to play. It is super hard to find a site that gives one a chance to explore most of the games features. I really miss the 2d map generation which was varied but infinitely easier for a new player given the general progression from left to right.
Perhaps shipping the game with a pregenned world with a few start points pre-selected to conform to a difficulty curve would help. EG: maybe start with one like the 2d maps that you have a stream, trees, a good selection of minerals (including iron and flux), an underground river, lava etc... Then harder ones that take those features away for more challenge.
I hate to think what this game would be like for someone starting today who just picked a start position given the information in the default UI and tried to make a go of it.
* Cooked meals are worth way too much. A barrel of lavish meals, even with ingredients just scavenged off the surface with gather plants, is often worth more than 10,000. The entire dwarven and human caravans can be totally bought out with the produce of the labor of one dwarf.
* The justice system really stood out to be as being better (easier to use, clearer in intent, less buggy) than any previous time I've played. Bravo!
* It was really hard to get my marksdwarves to stand on a wall and shoot through Fortifications at attackers. And really unclear if doing so actually did anything useful. Even with microing and trying to individually assign where specific dwarves in a squad were to stand they would wander off and try and place themselves nearby but on the WRONG SIDE of the wall or otherwise get themselves killed. Or they'd stand a couple tiles back on the wall and not do anything as they no longer had line or sight or whatever.
* There were a couple times this happened: Attackers would show up and I'd order everyone to their burrows inside. A dwarf who was on a long-running hauling operation outside (eg: hauling a heavy corpse to a graveyard) would refuse to heed the order and have to finish their job. Nothing could make them cancel that hauling job (not drafting to the military or burrows or forbidding the item or anything else I could find).
* I still build huge elaborate death corridors to be able to use catapults despite their 2d only trajectories but it would be so nice if those were updated.
* Better info is needed on how to properly design a uniform and equip armor. The DFWiki page on this is incomprehensible.
* It would be really helpful to get some info added to the wiki from Toady himself about how to design big forts to play nice with the pathfinding. There's some good suggestions there derived from trial-and-error and guesses that the pathfinding is based on A* but more authoritative info would help.