I like the idea of mithril as a middle ground between steel and addy, however at the same time I wish that at least a couple current metals (cobalt. black steel, and black bronze) could be done away with. For me at least, it's hard to know what's better than what and having so many different metals makes it harder for caravans to bring what you want /exactly/. I know that's not going to happen, since they are no doubt a big part of the game, but making them possible to switch off in the options menu thing you're making would be great Deon 8D.
Oh, also, if mithril was made, and you wanted it to be light weight, then using silver (a heavy metal) or platinum (the heaviest metal in the game) seems like a bad idea, what about aluminum? I think (addy not withstanding) it's the lightest metal in the game, and also just as rare as platinum, and as expensive. So... yea >>
Also, sun gold, if it is actually, you know, gold should be much, much heavier.
I'm cool with it being inexplicably light though, because then it's cool armor.
Making it an even better metal would also work, I really like sun gold, ever since I accidentally destroyed a depot and ended up with enough melted down trinkets to build a sun gold bridge in the front of my fortress... 8D;
Be sides that, umm... some suggestions/questions:
If common gems at least could be found in veins, rather than clusters, Not so much so that you'd find more of them, but rather because it's more realistic, and easier to mine.
Make dye be in a separate category from milled plants. It'd be a big time saver when you want your dye to be with your cloth and not with, you know, your food, so you could disallow/allow a category instead of having to manually find each dye. But, if the milled plants were grouped by type, flour w/ flour, spice w/ spice, that'd also be awesome.
If we could choose to x'nay a lot of the underground plants/above ground plants. Or in some way make them not show up on the menu if we don't have the seeds for them, or ... or something, so you don't have to search through 3 pages of seed types when you want to plant something. x.x;
What do spaniels do, exactly? Besides, you know, die easily? o0;
I know Ice Dwarfs make extremely good doctors, (if I get one on embark, they automatically become one) because they learn so fast, however, what about Jade Dwarves? Do they learn stuff 250% faster too?
Because they don't seem to.
Steel Dwarfs are like, supposed to be perfect...right? Or, you know, just really epic as a rule. However, I had a Steel Dwarf who was clumsy, flimsy, and weak and quick to tire (or something close to that), is there some way to make that impossible? Because, I feel like it should be.
Oh, oh also, Ice Dwarfs don't make sense, erm, at all. See, you put them having, like, aquired traits from being in the cold, and passing them down to their children, except, that's not how it works, umm, evolution wise, traits aquired during a life time would not be passed down to the off spring, because that isn't in the DNA.
But now I'm looking at the Ice Dwarf description, and see that it's been changed, so nevermind.
Also, I feel like the fact that Obsidian Dwarfs cast fireballs at the slightest provocation should be in their description. Mine at least always opens the battle by throwing 2 or so fireballs at her target while racing forward.
It's awesome.
Lastly, about Moss Dwarfs, are they better farmers/plant gatherers/food industry workers than other dwarfs? If not, then could they be? Because their name at least lends them to it, plus, they, along with stone, ice and shroom dwarfs seem to make the bulk of my populations, with sprinklings of obsidian and jade. But barely any gloomers (and steel dwarfs obviously).
I've only ever seen one apsid, but that's more because I don't pay attention, I'm sure.