(snip large comment tree)
The other tool (DFTileTypes) does. I was also stating (again!) DFHack's current limits.
How do I use this wonderful tool?(dftiletypes)
It has a similar interface to dfliquids, but a ton more options, and filtering.
You can set a paint, which is what the brush (same as dfliquid's options) will paint in your fortress.
You can set a filter, which restricts the tiles that will be changed.
Both take shape (WALL, FLOOR, etc), material (STONE, SOIL, OBSIDIAN, etc), and special (you'll normally not need to change this, but it's here for completeness; this can do ). Help will list all the available options ("help shape", for example). All options are case insensitive.
So, for example, you can change all soil floors into stone walls in a 10x10 area if you set the filter to material STONE and shape WALL, and the brush to material STONE and shape WALL.
Note that STONE means the base layer. The other stones tiles (and gems) are material VEIN. OBSIDIAN is volcano and magma pool walls and cooled magma, not obsidian layers (that's type STONE as obsidian is a base layer type). Making adamantine (material FEATSTONE) isn't guaranteed to work. I'd just use the tool to refill mined adamantine (or use dftubefill, but you can't control that one).
Most of the special types are values we think are used for mining's stages, but I don't know if they've been tested, so standard warnings apply.
Don't forget that ramps need both top (RAMP_TOP) and bottom (RAMP). The material of the top needs to be AIR or it won't be usable.
This tool might look limited in what it can do (can't change layer types or vein materials), but it's the best of what DFHack can reasonably do right now.