Decoy Tests ^^^^^
Final analysis: Deploying decoys and scarecrows seem to be annoying at best, broken at worst. Have not tested with mines and turrets as current fort does not have clockwork access and have not tried mines yet.
Haven't tried modding much, but I would suggest to make the spawn point simply create the creature where it belongs in one go (as long as you have the required items, of course), instead of creating a body part that then resurrects. It also transforms the dwarf into another dwarf, then back again while creating, which seems to make him drop all his equipped gear.
Another point would be to create the creature as a tamed pet, instead of an allied creature. This will allow us to move it around as necessary using pens, instead of creating it where it should go and hoping for the best.
Another suggestion, one for new features, would be a Fortified Bridge. A bridge that acts normal when down, but when raised is a wall of fortifications instead of normal wall. Would require blocks to make, not boulders, maybe add a penalty for balance? Dunno if this would be in the capacity of a mod, or hardcoded into the default game.
Third suggestion: Creatures should be trapavoid if lore makes sense for them to be.
Thieves are sneaky and clever, so they can see the traps and triggers.
Certain large creatures like Megabeasts would be so large or heavy that traps would have no effect (too large for cage, not enough room for weapons to strike, etc.)
Creatures like Illithids, which are psychic/telepathic, could pick up faint memories from dwarves within the fort so they know where triggers are.
Etc.
I think the following races should be trapavoid only (and why):
Kobolds - Thieves, sneaky and clever, know what to look for in terms of traps.
Illithids - Pick up faint memories of traps from your mechanics.
Frost Giants - Freeze mechanisms of traps when they get too close, so disabling them.
(Possibly) Warlocks - Detect Trap spell, nuff said, though considering they have spells that ignore armor and go through fortifications as if they were nothing, might be OP if they also avoided traps...
No comment on animals and Fortress Defense races as I know you didn't do them directly.
Final word: Awesome mod, can't wait for more