I don't know the exact methods to handle these things, so I'm creating meaning as this goes.
Instead of multiple squads and micro-stockpiling to direct a soldier to the best weaponry, would an "equip" function be tough to add? Or a directed attack command instead of canceling the soldiers normal (perhaps intricate!) patrol route and making him a new one that hopefully collides him with a foe (his sworn enemy!).
Why is trading low on the priority list?!
Shouldn't it become your trader's top priority the moment all flagged trade goods are delivered to the depot? It would take ages to unflag every job task your trader has active, then trade, then remember all his skills when you have to RE-flag him afterwards, every time a caravan shows up :\
The latter. Why would a dwarf consider a channel more important than mining something out? They're both mining tasks. The computer can't think for you, it just carries out your orders.
I suppose I shouldn't design my fortress in large intricate chunks :| Since mining designations are laid down separately, would it be hard to track each one as an individual job with the ability to suspend and reactivate the work?
I don't mind being the helpful observer, but I want to slam the Hand of God down when I need to, also
When I have trained guards and made them armor and weapons and facilities, I want them to be effective!
I'm not so sure about iffy new patrol routes and tiny stockpiles versus a bit of control.
I'm not saying these ideas should be implemented to the main game, exactly, but I'd break my mouse in the rush to download the mod that implemented these changes
I'd also like to see the ability to control (possess) a single dwarf/guard during Fortress play (much like Dungeon Keeper, just more texty). Then you could possess the squad leader and make sure they intercept.
Perhaps turn-based strategy combat! :>
And a zoom function! (to study chair/table/coffer/bed/chest/cabinet/chair icons)
I'll stop now :|