Well, I guess it
is Vanilla-fixed, then, though I still avoid trying to invoke it - and don't work that way myself anyway.
Back to the suggestion, though:
Beyond the basic "clear this area, keep it cleared" I can see a need to sub-specify (either negatively or positively, perhaps in the dwarves-for-Burrow manner, but defaults to all active) tree-types to harvest, or not to. A fully-complete list (not like the Food-to-cook-with chooser that only picks up new things that now exist) so people can exclude fruiting trees that they may like growing there.
And though it is a comparatively recent addition, I would be personallg inconvenienced to lose the Priority level on (d)(t). Others may dislike losing the (M)ark-only element, and I can imagine that flooding a 3d box then
vetting every marked-highlit tree is a viable practice at the moment, for those that don't mind/prefer doing this micromanagement.
The 3d boxing or terrain-following specification[1] would be good but I would be loathe to lose the (d)esignation control of such things, at the expense of the zone/area-based method (which I know Toady is looking at for all kinds of new things, possibly even workshops).
That said, in the UI shake-up, alongside/subsequent to the Steam expansion, it
might be time to separate the non-digging (d)esignation items. I imaging many think (d)ig-c(h)annel, already ('digging' traditionally being downward process) and maybe (d)ig-(d)riftmine. Zoning the (d)(t)
and (d)(p)lantgathethering (similar plant-type specification options?) might work. The (d)(s)moothing and (d)(e)ngraving could be revamped to better deal with the tricky wall-side nature of these[3] into a new submenu (and Track-carving, to make this linear-feature easier, but still allow the intentional disconnects currently exploited?). Traffic priority
could be zoning, entirely and...what else? *flexes fingers to activate muscle-memory* ...ah, yes, (d)(b)ulk for melt/dump/etc or to undo those. That'd be another cursory wiping (mouse or keyboard!) that might be .
So some sort of making (d)(p) equal to treefruit-picking, we say? And (with qualifications) tree-felling at least given a constrained auto-generation method of some kind (I know of Autochop, obviously, but it won't be a direct integration; likely more a similar system with slightly different focii). It might even be being already considered in the UI-shuffle (perhaps ask Threetoe on his relevent thread, that I've not read for a while), but with an eye for not totally ruining it for the more stuck-in-the-mud old-guard of players, hopefully.
[1] Maybe a combination of both? In cavern situations, an X/Y-floodfill that rolls over connected floors could easily (and should?) pick up two 'tree'-bases on the same X/Y tile but differing Zs. But avoid mid-trunk (woodcutter-accessible) tiles. Maybe. What of those growing out of the bottom of freshly filled cave-pools?
[2] (no longer footnoted!)
[3] Specify as a 'room' that applies the task to the walls it touches? Or even/additionally add it as an automatically area-decined task to the actual Room Designation that you're trying to improve, as that's quite often what you want it for. So long as you retain "free-zoning" for independent/preparatary smoothing/etc.