DF lacks a lot of sense. So, I decided to beat some into it myself. I present to you:
Sensible Races Mod:http://www.geocities.com/normandy_333/entity_default.txt(If your browser does not download it for you, go to File->Save As... and put it in your DF folder. It will overwrite your default entities folder)
What it Does:
-It completely removes clothes (from all races) and balances armor/weapon distribution.
What it will do:
-Add city-dwellers for every size of race, making equipment easier to find.
-Balance weapon and armor distribution even more.
Notes:
-This mod is designed for people who play on small maps or smaller. If you play medium or standard maps, you will probably need to increase the max number of civilizations from one back to the standard amounts.
-I have not tested the long term side effects of the mod, such as when clothiers get fey moods and the like. If you get a clothier with a fey mood, I would highly suggest execution.
Sensible Agriculture Mod:http://www.geocities.com/normandy_333/matgloss_plant.txt(Once again, use 'save as' if your browser does not automatically download it. It will overwrite your plant matgloss.)
What it Does:
-Makes agriculture more difficult by increasing grow times while decreasing stack size of some notorious crops, like Plump Helmets.
-Rebalances the value of some crops and their extracts (e.g. Dwarven Wine worth 1 not 2, Dwarven Syrup decreased to 4 monies)
-Makes aboveground farming more interesting by adding growth times and variable seasons (I actually have not tested this, but it should work)
What it will do:
-Increase the variety of plants and the extracts that come from them.
-Make agriculture... difficult.
Notes:
-Once again, I have not tested the long-term side effects of this mod.
-Farming can actually catch you off guard now. I starved three times because I underestimated the amount of time necessary to grow a crop of cave wheat, and how much alcahol my dwarves would drink.
Sensible Wood Mod:[REACTION:WOOD_TO_CHARCOAL]
[NAME:make charcoal (smelter)]
[SMELTER]
[REAGENT:1:WOOD:NO_SUBTYPE:WOOD:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:CHARCOAL]
[REACTION:WOOD_TO_POTASH]
[NAME:make potash (smelter)]
[SMELTER]
[REAGENT:1:WOOD:NO_SUBTYPE:WOOD:NO_MATGLOSS]
[PRODUCT:100:5:BAR:NO_SUBTYPE:POTASH:NO_MATGLOSS]
(Simply append to the end of your default reactions file)
What it Does:
-Makes Charcoal a viable resource in non-forests.
-Makes Potash a viable resource in general.
-Makes the sensible agriculture mod not so harsh. (Turns the 10 stack of cave wheat into 15 stacks. Cook that brew and you've fed your fortress for months)
Notes:
-It does not allow the making of pearlash. You still have to build a kiln for that.
-Makes the 'wood burner' skill obselete. Promptly dispose of any wood burners in methods similar to those reserved for cheesemakers and the like.