I've got one.
Enemies should generate a "Threat range" of many tiles so dwarves don't get themselves killed trying to loot other dead enemies...
Ie: an enemy should "Threaten" ten tiles around him and civilians will not enter this threat range.
Item's in a threatened area will be treated as forbidden for pathing.
Maybe when run time options are made, we can get an auto forbid for all items in this threat range?
hmmm?
I was thinking something like this, but then I thought it makes more sense to just autoforbid any items dropped or spawned by the death of a creature, excluding vermin, creatures struck down in a butcher's shop, hunter's kills, etc. Whatever killed it, which might not even be a creature, could still be ready to kill the next dwarf, or have just moved several tiles closer to the civilians. Better to let the player intervene once the danger is determined to be over. Then again, if players forget and get a lot of miasma that could be annoying, so the threat range makes more sense there. Archers would have a huge threat range, though.
It would also be nice to explicitly toggle outdoor hauling for dwarves; I have plenty of peasants whose lives I can risk once we start getting goblin ambushes, but I still want my legendary crafters to bring things to their shops. We do have some options to make life easier, and the burrow concept will help a lot, but I'd still like dwarves who can haul to and from anywhere, so long as somewhere is in the safety of the fort.
On a sort of quasi similar note, it would great if we could designate Security Breach zones, that would be treated as "outside" as far as Orders are concerned. The entrance dance is less of an issue if you make it happen well beyond the gauntlet of bridges, traps, siege engines, archer towers, etc.