Yeah, sorry, I gave the entire scope of CUT and SELECT. What I listed was every single one that can be used, there is no more. I thought that was implied. Similarly, the "ENTRY" in [LOG_CURRENT_ENTRY] refers to individual objects--CREATURE objects, ENTITY objects, ITEM objects etc., all the ones you can use SELECT and CUT with.
How they are to be used I... thought I did explain? [CUT_CREATURE:x] removes the creature from the raws as if it were never defined. [SELECT_CREATURE:x] lets you continue adding stuff to an existing creature just as if you were defining it in the first place. There is little more to it than that.
What tripped me up is that I understood how modding worked in the previous two versions, having been at it a while, and that told me that select and cut aren't possible. Now they are! This is totally new, and does something never before done in DF. As such, I didn't guess that they'd be limited by previous modding knowledge and limitations. I imagined that it's possible these functions can alter tokens instead of being hard-coded tokens themselves, and that's what it looks like when (thanks to the [SELECT_ENTITY] token being structured the way it is) you go to select the dwarf by simply adding "SELECT_" between the open bracket and ENTITY:MOUNTAIN]. "Oh," I surmised, "cool, now you can select elements of an object and cut out the parts you want to remove, and select which part of it to edit, like [SELECT_CASTE:MALE] and [SELECT_MOLAR_MASS]. It'll be nice to use that as a GOTO tool." Seeing a list of CUT_ tokens in the context of this thread looked like no more than, "These are the attempts I've tried, and found to work," not "These are the tokens that exist, sorry that there aren't any more than this." So, just a simple misunderstanding fueled by my over-active imagination, and I'm exceedingly grateful that you corrected me. I was just...
waaay off.