I've been looking back through the training buildings and I realized that the morgue is not particularly useful. It competes with the crematorium for resources, and after a few years, vermin become all but nonexistent in most fortresses. Without vermin, there was no way to train diagnosis without using actual dwarves (lol), so I've gone back and added a "perform mock autopsy" reaction to this building which will train the skill for free. The existing vermin autopsy reaction has been changed so that it will advance the skill significantly faster than the new mock autopsy reaction.
The process of exactly how this is done involves creating a large number of "dummy" products out of a special material that vaporizes at room temperature - similar to the alchemical disasters, but without any ill effects. As a result, don't be too alarmed if you see a white puff of smoke coming out of some of your training workshops in the next version. A dwarf caught in a "burst of the pungent scent of progress" is in no danger. These reactions will still produce a slab of accreditation, as usual.
Modifying this old reaction with a new byproduct has also given me a reliable means for finishing another concept. It is now possible for me to create "prayer" reactions that advance a skill by a variable amount (using percentage-chance products of this new material). Conceivably, a dwarf could pray to Armok for a weapon skill with which to slaughter his enemies, and possibly receive a substantial bonus in a weapon skill (or possibly have all of the skin peel off of his face - Armok is a fickle god). The only thing I haven't tested is the impact that creation and subsequent removal of a large (more than 20) number of rapidly-evaporating products has on performance. Hopefully it's not anything worse than a minor hiccup.
-Added the Greater Demon of Famine.
-Strengthened the claws and/or horns of a few spoiler-related creatures.
-Revised the syndromes on a spoiler-related creature.
-Empyrean carbuncles will no longer pose a friendly fire risk to other common war animals (jaguars, black bears, grizzly bears, dogs, and sabre-toothed tigers).
-Removed a duplicate description token from certain castes of carbuncles.
-Nephilim will no longer fly - instead, they will move at enhanced speeds as a sort of "limited flight capability."
-As a result, nephilim caravans will now trade their goods with the dwarves. Lore has been modified to accomodate this change.
-Fixed a bug causing adamantine javelins at the advanced casters to require more bars than intended.
-White gold can now be used for advanced mechanisms.
-Added "perform mock autopsy" reaction to the morgue (trains diagnostics).
-Vermin autopsy will now advance diagnotics significantly more than before.
This is a current (running) changelog of all currently COMPLETED features - it does not include a number of things that I want it to include as of yet. I will update this with new features as they are completed.