@meph - awesome! one thing to add: is there any way you can make prepared food less valuable as a tradegood, by any chance? in my current fort the only tradegood i really need is $40k masterwork meals. they really add up.
and maybe add metalwraiths to hematite, limonite, etc...? that keeps it interesting! i haven't had much of a problem with wraiths because i do most of my mining in a separate shaft away from the main body of my fortress, and i armor up my miners in their own squad. soggoths, though, yowch... did you figure out a way to make them expire after a month or two?
regardless, might i suggest isolating balrogs and soggoths to igneous layers? approaching magma should have risks... =D
and did you get milkable poison-creatures working, by any chance?
one thing i make a point to do is move a bunch of the really weird creatures in creature_monster_masterwork.txt to creature_magical_ff.txt, and vice versa for the more-normal ones - then i make sure the weird magical ones are biome-specific.
also - why did you remove the faedogs? the mutant ones should have had their breath attack removed, but other then that, they were cool! same wither berzerkers... they were useful too!
and i'm not getting the more complicated body parts when i butcher things... i only get meat and bone/horn/shell/wool/etc. i never get eyes, brains, kidneys, sweatbreads, etc. is that normal? did i turn it off in a setting somewhere?
finally - can you include the original default color scheme? i put it back in from 1.9.5, and it looks far better in my opinion. the one that's in there by default now is not the actual default one, i'm pretty sure!
regardless, absolutely all the best and thanks again! =)