I'll comment and ask questions about some of the yellow ones (which are forthcoming):
I: Getting migrants/armies to move over the world map again
Heh, with all the chaos surrounding cities in Adv. Mode right now I though this was already working. This will be cool. But maybe adding some restrictions to non-migrant dudes (so that they don't leave the city area) is needed. Sometimes I get tired of chasing down quest targets that wander off the city or cave area.
I: Ways to obtain food while traveling (hunt/gather)
Yay! Does this includes water? Because water is more important than food in Adv. Also. If Toady implements this I would like if he tracks down said statuses during travel mode. Otherwise nobody will bother to gather food if there's no need. The same goes with recent wounds. Even if there's no medicine implemented, they should heal over time (like in Fortress Mode) instead of instantly.
I: Store resource counts at sites, controlled by map properties and world gen professions
Caravan arc is on the way!
I: Track wounds individually and do scarring (and thereby remove phantom limb pain and unconsciousness)
I hope this extends to player adventurers and not only to worldgen characters. And like I said with food, I hope still fresh wounds are tracked down even during travel mode.
I: Creation of the adventurer's group as an entity (as with civ/religion/etc.)
Does this applies to worldgen scouts and adventurers? I would like to meet up with legendary bands of adventurers and fight them or join them. Maybe help them in their own quests.
I.C: Eggs and feathers, associated skills and objects
I was about to suggest adding dragon eggs. I hope this makes it to the raws and fortress mode to mod proper egglaying lizard civilizations.
I: Basic rewrite of names to support syntax trees and different, larger phrases
Wow, that one is gonna be a handful. Take that one easy Toady. It takes too much effort to do something decent with generative languages and it isn't as rewarding.