Thanks guys, as usual, you are great with new players!
Another batch if you will? I feel like a sponge, craving for so many information!
My take is:
1. I usually have 1 x dwarf who at the start is my only noble. When traders turn up, I turn off ALL his labours. Don't set too much stuff to be traded, until he has had his meeting. Make sure you press the button to let him know you need him in the trade depot early enough.
2. As explained. The only way to see a corpse involves having your bookeeping up to date, then go looking for corpses.
3. Hauling distance is way more important than anything else. But good stockpile management can fix this (eg: only have 1 x stockpile for each output, only trade full bins, don't request too many full bins at once, request bins even if you aren't trading them to this merchant.... you want them there for next time!
4. If it's a 3x3, build "any" workshop - the dwarf building it will push the stones out of the way. If it's 5x5 build a kenel and an animal trainer will do the same. If it's on dirt, build a farm plot as big as you want. If you want to you can set up a whole row of workshops - JUST TO PULL THEM DOWN AGAIN WHEN THE ROCK IS MOVED.
Of course you could always designate the stone as hidden instead! Dwarves like stones.
5. Set them to "clothes" then mark for dumping all their items. When they are buck and unarmed, forbid everything except what you want them to wear/wield. Turn on clothes, then leather armour, then chain mail, then plate... let them put each layer on before turning the next one on. Of course, you aren't really intended to micromanage to that level. Note that once your fort is >5 years old most of your inahabitants will be wearing worn out clothes and you can't change this right now.
6. LOL. Playsome other game? Dwarves claim their own stuff. the only difference to this is nobles demanding "good enough " rooms, which you designate from their bed / chair / ... and then put "accessories" (coffers etc) in the room with them.