Can't order 25 *olivine* tables, no ability to affect rock type used in workshop profile. Having only good masons use the nice rocks just seems like such a natural thing to me...
Again, probably a reason for it, but can't order more than 30 items at a time.
No "clear this area" designation to prepare a cluttered but urgent stockpile for use. There's dump, but maybe I don't want the rock (or worse yet, ore) to be chucked into lava, or carried to the other side of the map.
Dwarves suck at prioritizing jobs, especially hauling and mining: I would love to have something like traffic zones, which instead affects job priority. Say, define a 3x10 rectangle of high priority work at your entrance so that the traps get set up RIGHT NOW. (Could work like the bin organizing code, by making jobs in high priority areas appear closer) Sticking a labors list like for dwarves (this low priority zone affects: Fishing, butchering, furniture hauling.) would be godly. Maybe this is a feature, but honestly, if I can designate jobs one item a time for perfect optimization control, I say it's a silly feature to keep.
Forbidden area: Works just like outside areas when "dwarves stay inside". Placed just like fishing or dumping zones. You use it, no one (or no one civilian) goes there.
Dwarves stay inside: Can't they just check if their destination is outside before even accepting the task? Yes, they still must check as now in case there is an above ground path connecting A to B, but is the crowding at the door and associated job cancel spam/FPS rape really necessary?
No string search (like in job manager) in trade and stocks menus. No "whatever I bought last year" option and/or saved order profiles for trade negotiations.
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Not enough bloodthirsty elephants. Not enough cave ins. (Why don't we have to use supports anymore, anyway?)
If making the designation surfaces larger then 100 squares proves too troublesome, maybe make the limit a surface rather then a width and length?
I don't see why this would be the issue. The game can already designate huge areas (map wide dig). And once placed, each tile of the construction becomes completely independent, anyway. And having several thousands of buildings slated (painstakingly, in 100 tile bits) does not really kill the game in any significant way.