First off, my previous complaint about slow learners' current tasks not showing up on the unit screen is outdated. They do show up in 50.0+. They can be assigned all other labors as normal too.
Yea, a specialised pasture mechanic is a must. I should be able to select more about what a pastures inhabitants can do. Something like "stay in the pasture when idle, only leave when task and/or (<-selectable) need." Right now, they just keep going between meeting zones. It is really killing the atmosphere of the temple or the tavern or the hospital to have these naked cavemen running around and sometimes give birth (This is a problem for all things livestock. There should be an option to bar animals and pets from zones). Did I mention that they worship gods too? Yea. They do that as well. For some ungodly reason.
They really shouldn't need clothes, at all. They are barred from nobility or military positions, so why not from the effects of the [CLOTHES] tag? Or housing for that matter. I had to add [NOEMOTION] to my pet troglodyte workers to keep them from becoming sopping sad idiots, which is bad because I want them to be happier than their larger and meaner cousins in the caverns. They keep generating potent bad thoughts otherwise, even though they didn't even had the concept of clothing or personal property literally seconds ago.
Maybe resource harvesting from slow learners could be tasks on their own? Like, a troll could take a "Getting Sheared" task and go to the farmers workshop itself to get sheared by a dwarf, or another troll. "Getting Milked" or "Laying Eggs" could be a thing. "Pasturing Itself" could also be a thing. So could "Shearable", "Milkable" and "Egglayer" labor options. So that a farmer dwarf doesn't tries to shear some random troll needed somewhere else.
Intelligent pets are... weird right now, yes. Not much to add except creating special interactions when [PET] and [INTELLIGENT] appear in the same creature? They just need to stay still, after all.