I checked the bug reports and didn't see these, and indeed they might not be bugs at all. Frankly, I wasn't sure if I should be posting under 'Suggestions' or 'Bugs.'
1) In my new fortress, the bedrooms are set up so the dwarves will usually use a constructed ('inside,' but 'light') passage, to help with cave adaptation. This route is set as 'high traffic,' but there's an underground passage just beneath it which is set to 'low traffic.'
But during an ambush, when I instructed all dwarves to stay inside, I was inundated with announcement spam that such-and-such dwarf "cancels sleep - Forbidden Area." They all seemed to pile up at the start of this 'light inside' passage. Why wouldn't they automatically take the 'low traffic' route in a case like this? When I switched the high and low traffic designations, the message spam stopped instantly (so there really WAS a valid underground route available). After that, the dwarves had no trouble getting to their bedrooms (and back again).
2) I was trying to channel out one-square overhangs (one isolated square at a time, so my miners didn't kill each other) on the outside of my fortress - just to clean it up a little, and to give the marksdwarves a clear shot - but this took MUCH longer than I expected. The problem was with their pets. As soon as an unskilled miner started to channel that square, their pet would move to it. This caused them to stop (and then to travel clear across the map to some other mining operation, rather than pick another one close by).
Between the long travel times (the dwarves would only work briefly at the other side of the map before returning to this area) and the constant - no, the inevitable - pet disruptions, I didn't think this would ever be completed. Luckily, my legendary miner took on the job, and he was quick enough that his pets didn't have time to move to block his work. (Note, however, that even he moved from job to job clear across the map, rather than pick another channeling assignment just two steps away.)
3) One of my first immigrants was a male dwarf with two children. When the first child was goblin-snatched, he seemed to have no idea anything had happened. Then, about a year later, his remaining child was goblin-snatched. Again, he didn't even get a bad thought about this. It's not that his wonderful 3x3 hovel - with a single low-quality bed, and not even a door on the room - is overcoming the sad fact that both kids have been snatched. It's that he doesn't get a sad thought about it, or even seem to notice at all.
(After a search, I did see a similar posting as this from months ago, but I thought I'd add it here anyway.)
4) This is just kind of funny, and probably a feature, not a bug. But I had a cat tied to a rope, and I didn't think to un-assign the cat before removing the restraint 'building.' Unfortunately, this left me with the rope still tied to the free-roaming cat.
I couldn't use the rope for anything else (I wanted to rebuild the restraint elsewhere). And caging the cat didn't do any good. The rope just stayed in its inventory. But eventually, I thought to tie the cat to a
different rope, and this one dropped off.
Actually, the more I think of it, I'd say this is just a feature. It was kind of funny (luckily, I wasn't in a hurry for the rope), and it's certainly not a big deal, anyway.
Great game! And 40a works fine for me (despite the yellow X trail). But apparently I'm two versions behind, just since yesterday!
Bill