Dungeon master doenst train exotic pets = Fix:Exotic pet pag removed - make sure to add [PET] or shorten [PET_EXOTIC] to [PET]
Loyality cascade = FIX: Change[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL] ? No idea if it works - No fix because the killer becomes an enemy of your civ, and since he is a part of your civ everytime someone goes to attack him they become an enemy aswell. But if a creature thats from a different civ (Your Dwarf civ, and a completely sperate Dwarf civ) attacking them wont cause a LC because they are not your parent civ.
A lot of disabled/non-appearing nobles = FIX: Add them in the entity raw - You can add those missing noble jobs to current ones (Im acaully going to go through and remove some usless nobles in my mod, sooner or later
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Kobold extinction in year 4 = Fix: Add no eat no drink - just [NO_EAT] or can remove [BONECARN] and add farming to their entity so they can make enough food to survive. (But in my Mod I don't have any of these fixes and yet they still survive a 100 year world gen. I would rule out [USE_CAVE_ANIMALS] because they still have [BONECARN] and they lack the [PERMITTED_JOB:BUTCHER] they do have [PERMITTED_JOB:ANIMIAL_DISSECTOR] and I removed the [UNBUTCHERABLE] tag from some vermin maybe that's why they live, they eat rats?)
No shells for moods = Fix: Add shell pet creature - remove the [VERMIN] tags from turtles and add [COMMON_DOMESTIC] and [PET] (if it's missing) then is should be a really small pet that can be brought along at embark. And you can butcher it which will produce shells oh and make sure [UNBUTCHERABLE] is not on the turtle
Whips, scourges, and lashes are lightsaber = Fix: increase contact area by x10 - I forgot this fix, thanks for reminding me
Here is another Fix (kindof) remove [ADOPTS_OWNER] from cats, so that when a random cat dies someone that got adopted by it doesn't get "bad feelings" I had read a hurmorous joke about that somewhere on the fourms.