This got me curious about how much of the bug list is likely to become fixed/obsolete, so I went through the list and picked them out. It's all guesswork on my part, and probably errs on the side of optimism, so don't take the numbers too seriously. Below are 99 of the the 490 unfixed bugs:
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As a follow up to this, I went through the Core/Req/Bloat items to see which ones were likely to be marked as completed.
# Core36, BURROWS, (Future): You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.
# Core72, ROBUST ATTRIBUTE SYSTEM, (Future): Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.
# Core74, WOUND HANDLING, (Future): Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.
# Core91, PROPER UNDERGROUND/MAP FEATURES, (Future): Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.
# Core92, APPEARANCE VARIABLES/DESCRIPTIONS, (Future): This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.
# Req68, HUNTING ARMOR, (Future): Aside from the other concerns with armor/clothing conflicts, the hunting profession seemed to determine whether a dwarf chose to wear leather.
# Req76, INTELLIGENT HUNTING, (Future): Crossbow hunters should be more intelligent about their ammo.
# Req79, JOB CANCEL NOTICES, (Future): Option to turn off job cancel notices. Make it smarter about posting multiple notices in the first place by making jobs handle themselves when they are in trouble.
# Req84, SKILL ROLL CONSISTENCY, (Future): Improve consistency between skill rolls. Right now, the process for getting a good strike and making a good item are related, but it would be nicer to have everything use the same process.
# Req85, PAIN DEADENING AND SCARS, (Future): Wounds should stop hurting after a while (unless they get infected). Eventually, wounds should scar over, and you should be able to view scars (they would be maintained on your old foes between games, etc.).
# Req91, LEATHER COUNTING, (Future): Smaller creatures should have smaller skins. When skin is tanned, it could be turned into multiple pieces of leather, more like metal bars, with many being required for the larger goods like armor.
# Req104, SLAYER ANNOUNCEMENT, (Future): In dwarf mode, it could include the slayer in some of the death announcements if it is warranted.
# Req120, OFF DUTY SOLDIER STORES, (Future): Off-duty soldiers don't store their belongings, but they should.
# Req161, LEADER TITLES, (Future): Civilization leaders need proper titles.
# Req165, REFINE POISONING, (Future): Refine unit contamination amounts and levels.
# Req189, ARCHER ARMOR START SKILLS, (Future): Starting skills for archers are a bit off. They should have some armor skill if they use light armor.
# Req197, BUTCHERY OPTIMIZATION, (Future): The butchery code can be consolidated with some other sections of the program.
# Req203, PROPER HEALING, (Future): Nemeses should not just heal on travel, it needs to use the amount of time passed. This is related to infections and scarring.
# Req252, USE BARRACKS BEDS, (Future): People should use the barracks beds when they don't have their own rooms, but they don't do this properly.
# Req256, BUTCHERY ISSUES, (Future): Butchery should not be instant. Should be able to butcher the small creatures too. Need to mix this with extraction properly.
# Req273, STATE OF EMERGENCY, (Future): Having castle and royal guards uses up soldiers you'd like to use sometimes. Add state of emergency declaration. This allows you to stop these guards from performing their regular duties, and you can control the castle guard under their captain (the sheriff), and you can control the royal guard under the hammerer. They don't like this of course, and the ensuing negative thoughts can ensure that the option is used sparingly.
# Req285, OLD BLOODY WALLS, (Future): Need to handle bloody river walls in dwarf mode.
# Req323, BREAK EXPLOIT, (Future): Can draft then undraft to end breaks.
# Req325, PUNGENT BUGS, (Future): Dead insects and really small things shouldn't create miasma. But dead rodents should still stink.
# Req355, LIQUID CREATURE SUPPORT, (Future): Some creatures like magma men need better support for extreme temperature effects to work properly for them.
# Req358, CONTAMINANT MATERIALS, (Future): Contaminant materials need to be tracked more carefully.
# Req359, CONTAMINANT TEMPERATURE EFFECTS, (Future): Most importantly, metals that melt over creatures should have an effect, but the temperature of contaminants isn't currently stored.
# Req360, TEMPERATURE AND ROTTING, (Future): The recycling critters that rot corpses and food work faster and are more abundant in higher temperature areas in general, though it might also be linked to the biome specifically.
# Req362, CREATURE SUBTYPES AND TEMPERATURE, (Future): The safe temperature calculations don't take the gloss into consideration, so even if "oak" and "mangrove" have different temperature properties, the game doesn't use them for related creature doesn't use them in some instances.
# Req371, AXE USE DEACTIVATED, (Future): Deactivating squads can do strange things to axe use preference.
# Req398, PLATE/CHAIN LAYERING VS. ARMOR LEVEL, (Future): Wearing mail under plate is permissible, but it can be confusing to see when you select plate as the armor level.
# Req403, DAMBLOCK OPTS, (Future): There are some optimizations that can be made to the damage blocking calculations.
# Req413, PAIRED ITEMS ON ARMOR STANDS, (Future): Armor stands need to be able to hold 2 gloves and shoes, rather than just one item.
# Req414, EQUIPMENT STORAGE, (Future): Need to salvage some armor stand/weapon rack storage code for use by soldiers.
# Req417, "WATER"SKINS?, (Future): Military dwarves should be apt to carry booze instead of water.
# Req427, ELITE SOLDIER SETTINGS, (Future): You should be able to set soldier preferences for elite soldiers, though they should be unhappy to part with their favorite weapons.
# Req434, MESSAGE CONTROL, (Future): All messages should be optional with optional pause-zooming. There should be optional building completion announcements.
# Req441, CHILDREN AND GROWTH, (Future): Children need to change sizes more gradually as they grow up. It must also handle their clothing sizes without generating a ton of garbage objects.
# Req445, INJURED HUNTERS, (Future): Injured hunters should not attempt to hunt in general.
# Req449, BARRACKS ASSIGNMENTS, (Future): Allow barracks assignments for squads, including specific assignments (possibly automated within the barracks) for weapon racks and armor stands for soldiers.
# Req457, STEAM EFFECTS, (Future): There are currently problems with steam temperature damage, and the effects of walking through a forest fire.
# Req458, ZOMBIE BODIES, (Future): Zombies should just leave rotten corpses instead of rotten zombie corpses, though their former status as a zombie might have impacts on the body's properties later on.
# Req467, UNDEAD HEALING, (Future): Undead and construct-type creatures tend to heal when they shouldn't.
# Req473, MATERIAL REWRITE, (Future): There's a technical rewrite required to support things like object materials which are, for instance, the blood of a specific creature.
# Req476, DEEP OBJECT PLACEMENT ISSUE, (Future): There's an issue with object placement in one of the deep areas.
# Req482, FISH CLEANING IMPROVEMENTS, (Future): You should be able to remove relevant portions (shell/bones) of fish during cleaning.
# Req483, BLOOD VISIBILITY, (Future): Blood of all types should be visible on whatever color stone it falls on.
# Req492, MELTED OBJECT SIZE, (Future): When objects change states, their sizes need to be tracked more carefully.
# Req526, WOOD RAW TOKENS, (Future): Wood raws are missing a lot of customizable properties that other materials have.
# Req545, LAZY COMMANDERS, (Future): In addition to whatever else is keeping soldiers from there stations and patrols, they should not hang out with their eating/sleeping/wounded commander.
# Req568, LIMB BLOOD DROPPING, (Future): Bloody limbs that fly up in the air don't drop blood.
# Bloat23, END GAME EXPANSION, (Future): Extend adventure opportunities in end game caverns.
# Bloat45, FLASKS, (Future): Use flasks for drinking. Dwarves should seek to have a full flask on their person at all times.
# Bloat69, MORE END GAME, (Future): Pre-endgame and post-endgame warnings and cave changes, in line with nemesis character.
# Bloat99, SELF-SERVICE HEALTHCARE, (Future): Take charge of your own health if nobody comes to help after a while.
# Bloat102, AMMO FETCHING, (Future): Improve ammo fetching code. Right now they shoot until they run out, but there were some issues with replenishing ammo sooner that might have to wait for item stacking.
# Bloat104, CHITIN PROCESSING, (Future): Handle chitin properly in butcher's shop. Shouldn't need to tan it maybe, but use some other process, or perhaps use it raw.
# Bloat110, CAVE-IN INJURIES, (Future): Allow people to survive cave-ins with injuries, instead of the current all-or-nothing system.
# Bloat127, HEALING CODE TWEAK, (Future): There's a small issue with healing that might slow the mending of breaks slightly.
# Bloat138, WRESTLING, (Future): Handle grab-tear shaking and further poison injection.
# Bloat150, WORLD CUSTOMIZATION, (Future): Some startup options to speed things up if you already have preferences in mind, including the ability to set the world size. See future dev.
# Bloat152, FIGURINE SHAPES, (Future): Shapes for figurines.
# Bloat159, CHANGE SNEAK SKILL, (Future): Refine sneak skill gains. You should get the most when someone is trying to detect you and you know they are doing it.
# Bloat162, POWDER THROWS, (Future): Throwing powdery object should make short-lived cloud flows (like dust from cave-ins but slower).
# Bloat176, PHYSICAL FEATURES, (Future): Various superfluous physical features for dwarves and others.
# Bloat210, STORE NAMES, (Future): The stores in town should have names, saved in the abstract at world level so that people can talk about and direct you to them.
# Bloat246, ORGAN RETENTION, (Future): Rather than just creating "chunks", butchery should keep many creature organs intact for cooking and alchemy
# Bloat270, COMBAT LOGS AND EVENTS, (Future): Combat log display for dwarf mode. Tracking and grouping of combat events for larger historical events. Important specifics of a given combat event might be kept for the historical record. Combat events could be named in the legends.
# Bloat297, CONTINUOUS ITEM AMOUNTS, (Future): Thread, rope, chains and cloth should have variable dimensions that are treated like variable amounts in jobs.
# Bloat300, ARCHERY TRAINING MATERIALS, (Future): Standing orders for archery training regarding which material to use.
# Bloat307, DESCRIPTIVE INFO, (Future): Ability to see genders information more easily in adventure mode. Ability to see other descriptive information as it comes in.
# Bloat319, IMPROVED BLOOD TRACKING, (Future): It can use stance point blood contaminants to handle blood tracking rather than spreading blood infinitely from spatters. In general, map blood amounts could afford to be tracked more closely.
# Bloat320, WORLD-SPANNING FEATURES, (Future): Use the world map feature system to create some world-spanning special map features, both indoor and outdoor, aside from rivers.
# Bloat323, WIDER USE OF COLOR DEFINITIONS, (Future): Tying all of the raws to color definitions would improve the coherence of the game. Minerals, plants, etc. should all be linked to color definition tokens.
# Bloat333, ARMOR CONTAMINATION FROM BLEEDING, (Future): Requires location specific bleeding information, tied to scarring and infection.
# Bloat341, STUCK-IN CONTAMINANTS, (Future): Issues with contaminants on item that becomes stuck inside another creature.
# Bloat347, HEREDITY, (Future): Once there are enough physical and other candidate traits to be passed along, the game could model heredity/genetics with some simple algorithms and data.
# Bloat353, BARRACKS FUNCTION SPLIT, (Future): The barracks has various functions, and you should be able to say what goes on in a given barracks.
# Bloat358, MACROS, (Future): You should be able to make keyboard macros to perform complicated repetitive actions.
# Bloat368, GENDER-BASED PICTURES, (Future): You should be able to further specify which graphical tiles are used if you like.
Based on this, my prediction for the next version number is
DF v0.31.208.55a. I included all of the ones I thought probable and 1/3 of the others, so it's complete BS, but hey.