1- Dig Problem:
1.1 Digging into aquifer from BELOW raises no warning.
Digging from above raises the damp stone warning and stops you from being flooded, but digging from below (suppose that you have dig through the aquifer level in some other place and is now going back) will leads to a perma flood in lower levels.
1.2 Digging beneath ocean and river generates tons of useless dampstone warning making dig there virtually impossible
The check should be only performed on an aquifer level and "damp stone caused by water in the same level".
2 Work Related:
2.1 Stonecrafter uses stone that is very very far away
In fact it's the behavior of most jobs which need an item and automatically find it, incl. haulings. It seems that they tend to find their job items from northwest, OR "physical nearest" i.e. they will ignore a stone 20 tiles straight away to grab one 10 levels beneath the workshop that they need to walk 150 tiles to get to there
2.2 No job farmer
Old problem. Farmer keeps go into "no job" every now and then making farming a hard job and the count of Idlers flash. A possible solution could be "When a plant seed job is done, check to see if there's any more plant seed."
3 Cage and Traps :
3.1 When a Trap related job is interrupted, suspend them
By "Trap related job" I mean Load trap & Clean trap. If such an job is interrupted by a hostile or wild being, it shall be suspended because odds are there that that being will be around for a while and trying to do the job is fruitless - only puts your dwarves in danger and generates lots interruped message while wasting their time and CPU.
3.2 When a "Needs empty cage" announcement is raised, suspend that job
Due to obvious reasons empty cage is not an unlimited resource. That message will eventually keeps coming out if you have some cage traps, flooding the announcement channel.
3.3 When transport an animal from a cage to another, the "Release large animal" action shall be followed by "Load animal to cage".
It make no sense that when you are going to transfer a deer from one cage to another you'll release it today and trying to catch it to cage two weeks later.
3.4 Dump items inside cage
Tame an animal generates refuses and those refuses remain in the cage. Dumping them via T->Select->Enter->D(Repeat) is a painful process, so why don't you clean your cage after you feed the animal..?
4 User Interface:
4.1 Ability to turn off meaningless "Job item misplaced"
Actually it's possible by now - By setting the "Announce Job Cancellation" to "None", but most times that cancellation has no harm and I don't see a reason why shouldn't it be moved to only if "announce Most job cancellation" - or even "All".
4.2 Ability to identify if a cage is loaded when "Build cage"
Currently you have to check all cages one by one (select->v->repeat) and it's a very boring and tiring job. Better if loaded cage is marked in some way (i.e. Pine Cage #LOADED#).
5 Job Control (I realize that this needs a huge amount of code so it's only here as a merely suggestion)
5.1 Add a toggle view, let you to turn on/off a job on all dwarves
5.2 Add a combined toggle, let you to turn on/off all hauling jobs on a single dwarf
p.s. is Chaining animal fixed in .33b?
[ November 21, 2007: Message edited by: void ]