It shouldn't care what order the dictionary words are in. Nothing uses the existing order. I'm not sure why worlds made with the old order will have trouble if you change the order (since offhand, I think it stores the tokens in order and would restore that order on load), but I'd have to check that.
There are various problems with roads and tunnels. Like I'd walk through a tunnel in adv mode and it would just dead-end when it wasn't supposed to. That sort of thing. It's unclear how long that will take. I don't know where people are getting this out-in-a-week date from. I mentioned elsewhere that I have a laundry list of 260+ things to look at, and that even if I don't have to do most of the things on the list, it's something I have to go through. There's still quite a bit of work to do.
Caravan Arc is required to get them connecting with other civs. Road building material is one of the nebulous issues that I think is on the list for this time but might get put off.
It would be nice if you could change the visible biome for your map, and it wouldn't be too difficult, though a 6x6 fortress in a 16x16 forest square can only do so much damage, so it's not really a pressing concern... and your fortress icon would make it impossible to see anyway. But there's something to do there.
Yeah, you can walk from town to town on roads, though tunnels have error-blockages too often for me to have done it from dwarf fort to dwarf fort successfully yet. The bridges look sort of crappy. I can have screens once I've sorted the issues. They are too blocky looking now, but I'm not sure I'll get to that.
Bandits are probably going to have to wait for the Caravan Arc as well. Bandits figure into various dev items though, and they can be a driver for adventure mode development as you take the role of bandit, victim, guard or bandit-hunter. Lots to do there.
There aren't really canyons in the game now. They might work better along the lines of a chasm map feature with a bottom. In that case, the road code would bridge them automatically, which is nice, though the bridges are sort of sad looking compared to those canyon bridge fortress you guys were working on.
I haven't added world names for a while, though for the adjectives around the base name, things get slipped into the "MYTHIC" symbol every once in a while (in language_SYM.txt). You can put extra word tokens there if you like.
Yeah, the dwarf head was defined in the world parameter txt file. I haven't cooked up an editor yet, though I might find time for it. You can't define anything beyond the basic fields at this time, though of course the idea is to expand these options to the point where you could make a complete world (that's the World Generation Parameters section of future dev, which I started early with this), inputting sites and historical figures you'd like to have run around and so on, maybe even putting in your own historical events, though you'd have to be dedicated to replace the automatic generator. Natural next steps would be entity start locations and river locations, as well as some control over rock layers.
You can't control the aquifers in the parameters. Not sure what you had in mind. Turning off the [AQUIFER] tag might work better as an init option, unless you wanted the stone types to be removed. Then again, once worlds can store their own raws and the txt files are copied over to the region folders (this was a suggestions thread I believe, some time ago, and it would help with many things), it'll make more sense to have raw modification options in the parameters.
Yeah, I don't know if it was tbb or something else, but I've received some correspondence on a few threading applications that work at a small scale like that. I haven't had a chance to look at anything yet. After brief look I couldn't find a page that clearly spelled out what the requirements were in tbb for a non-commercial license. I'm often in a grey area there, I think.
On the wetness flow, depends on how it works -- if there's something churning away throughout the entire outdoors as it rains, it'll bog things down, though I don't suppose it would need rules on par with visible water.
Yeah, scars will be up there with the caravan arc and a projectile weapon overhaul as glaring needs that aren't going to be addressed immediately.
Here's a frozen world and the populations. Aspects of the world generator aren't designed for extreme temperatures, so if you set the world up to a very, very high temperature, you'll still see trees and civilizations. They burst into flame if you visit, although it dampens temperatures in forests to acceptable levels, even if the surroundings are burning -- again, it's not equipped at this point to deal with extreme input. If it goes all sci-fi or elemental-planesy, it'll warrant some new biomes I guess.