Every major release is followed by a long series of bug fixes. This isn't new.
Sort of. On Steam, it isn't common to have major bugs lasting one revolution around the sun. Which is why I thought a Steam release might be a good thing. Turns out...
Turns out, releasing on Steam didn't magically duplicate Toady into a company full of programmers dedicated to fixing bugs. Well, funny that....
I get that. Releasing on Steam entails a lot of obligations on the programmer, not the least of which is Workshop integration. Compare the difficulty of modding on the Steam platform vs. modding in classic. Anything beyond reactions, raws and tilesets? "I'm afraid I can't do that, Dave."
The "one man show" doesn't really cut it, particularly when DF has had a following loyal enough to dedicate scads of time to reverse-engineering data files, the executable, and even RAM, which, arguably, might have been of more use finding bugs and producing the kind of content we already see on Steam.
Stardew Valley is not remotely close to the level of detail that is DF, (and not in a genre I enjoy anyway), yet one-man show. Gnomoria, too, for that matter. Do I care that there are forty-eleven non-fruit-bearing trees in DF vs. the two in Gnomoria? Not really, particularly when there is no difference in appearance, anway. A subtle difference in shading of the ASCII symbol at most, but usually the only way to distinguish betwixt them is a single word in the "loo(k)" command.
As an example, I'd much prefer QoL changes like an easier method of poultry farming. When a hen is ready to lay an egg, she tries to path to an empty nest box, ideally one where she is pastured. Seems to me anything beyond that is complication for complication's sake.