1) I think the size of the file may be because it got a full 500-year worldgen, due to the good graces of keeping at least 95% of the megabeasts alive and my RAM not crapping itself. That could also be why it's a little slower, but I honestly don't know.
2) Unfortunately there have never been any human civilizations on the large central island (i've kept all the maps, and just reviewed all of the ones generated after the switch to the vanilla raws. Not a single human civ.) I still think what you were seeing along the coastlines and on islands were Paklaras from my own mods before I switched to the vanilla raws and started work on getting the civs up and running. If you ever noticed any cities on the mountain ranges that could be used to confirm this, because Cobalds also build cities. They could also have been the beastman civs, but there have definitely been no chances for human civilizations to develope on the island or any cases in which they would have been able to migrate there.
I most definitely will force a grassland or two to show up there, though, and see if there's any chance to get a human civ, because that would be a major advantage to anybody adventuring around there.
3) There's unfortunately no way to divy up the animals the civs get with the elf-tag. As was the problem before adding the elf-tag, goblins wouldn't have ANY sort of animals available.
I'll change the value of ogres though. Were any of the others worth 1 or some similarly low number?
4) I agree that the rest of these schmucks should pick up the save and TEST!
And yeah, having access to more animals has a direct impact on what they utilize in siege forces. They'll send any sort of building destroyer in place of troll squads as far as I've seen. I've experienced tigermen in my own modded game bringing exclusively dragonkin squads, with the majority of their forces being mounted on dragons. It's terrifying.
5) ye, I set the elves' wood collection reaction with a 30% chance of success so you're actually right on the mark there with 33% success, but if that really seems too slow it can definitely be changed. You could actually open the file it's in (reactions_elves.txt) and change it yourself. It's the first number in the product string. The second is the number of products generated.
I actually figured players would likely just set up a dozen or so of these trees and have their population pumping out wood logs like a german machinegun, when even a magical tree couldn't hope to produce a 10 kilo log every 8 hours, so I set the success rate lower. oh well