I agree with Tilly, it doesn't feel at all like I'm in control when I use the military menu, or that squad menu to react to things. The only useful feature in the squad menu is the move command.
The rest there is all dependent on individual dorf movement speeds, and locations. Heck it doesn't even center on the squad leader, or a squad member, lord only knows where 'center on squad' will take ya, but its not to the action, or the squad. The way I read things, agi is good for archers, and str is good for melee, yet the military interface assume all are the same, just like Tilly said. Its not dependent on dorfs stats.
Having it use the highest attained weapon skill is WAY wrong. As some fortresses don't even have those weapons. Or the craftstations to make those weapons. The wrong way to go, indeed. Many if not all the visiting migrants are high level and the wrong sex. Low agi and str, low disease, and high in combat, is a recipe for disaster. As is mixed sex squads.
The game should put baby wielding women, and lovers in a uniformless AWOL squad. The end user shouldn't be burdened to micromanage the AI's 'caring' interactions and dwarf relationships. It is such a time consuming headache to scroll through the entire list of dwarfs, or squads, when a baby is born. Or just to find a named guy to replace some goof, who decided to stand on thawing ice, or trip into an un-ramped pool.
I'm in 100% agreement with this suggestion. *thumbs WAY up* Military is the core of conflicts, and the basis for many players fun, aside from building up defenses. If it were more intuitive, the game could only benefit in all areas as a result of the freed up micromanagement steps a change in it would inevitably produce.
Great suggestion, *lifts glass* heres hoping Toady sees it.
Sincerely, Knutor