Hi. As it may be observed, [PET] is the big crutch that is needed surrounding a lot of fortress UI, not least the animals screen,
Take this for instance. Without pet, every animal you bring along be it a pack animal or mount, is entirely restricted to embark specifications and wholly unusable in a time of need such as dire starvation, its meat and bones cannot be collected, and generally it may create a lack of space. It is also in some manners of the word unrealistic, intelligent (or slow-learning) beings for instance are not particuarly made to be doting cattle (unless that they are) and applying the 'unavailable or uninterested' terms similar to cats greyed out to disable use without RAW fiddling would help fit in with the sense of independence as a thinking being (unless we are talking about slavery but thats a topic of more discussion)
I suggest therefore that the regular [PET] tag becomes elevated in the same league as [PACK_ANIMAL] and other tags favorable to preferences on embark with [PET_EXOTIC] remaining much the same, with additional alternative tags determining whether they are trainable or not and other specific details (since [not butcherable already exists])
One such suggestion that comes to mind is [ANIMAL_TRAINER:YES/NO] as a fixed tag applied to all living things that applies training to a animal even if it has no tags with butchering/gelding perks.
> This may raise a opportunity to bring back revised dungeon keeper nobles via example tags of [ANIMAL_TRAINER:YES][DUNGEON_KEEPER:NO] (meaning that yes this creature can be tamed and slaughtered, even if it has no tags, and no this animal does not require the on site presence of a dungeon keeper to orchestrate or firsthand if required and solely proceed with taming themselves)
> Animals with combined roles ie: donkeys ([PET & COMMON DOMESTIC & PACK ANIMAL etc.]) may well be complimented by caravans bringing tamed examples of single role animals (and a general castration of [PET] & [PET_EXOTIC] tags across the board in non-relevant areas such as certain underground creatures not associated with affection)
> taking the example again ANIMAL_TRAINER:YES would also be tied up to what tags already exist on the animal, with [EVIL] and [GOOD] allowances taken into consideration to what preference entities can access them in exclusivity. For example, a blind cave ogre might be set to ANIMAL_TRAINER:YES but all entities without access to [EVIL_CREATURES] may not tame it, avoiding messy instances where innapropriate leaders trapse around and historically tame 'all the wrong things'.
> It sets up dwarves to become less upset about the death of animals purely destined for a sole purpose in life such as mounts particularly, and also sets up the stage for mounts in the future being individual entities (thinking of dwarves on conveniently sized tiny Mongolian steppe horses the size of ponies) rather than a currently pointless tag thrown on. (Emotional bonds like war trained assigned pets are to be expected but are circumstantial, no theatrical epics about war-dralthas please, though it'd make good reading i guess.)
> Less pet graves, hallelujah. (On a serious side note, might also open the doors to butchering stray animals after death if they don't have [PET] tags or pet-owner relationships that might trigger objection to such a act)
> Pure ANIMAL_TRAINER:YES tag *domestication* levels begin around the same level as [PET_EXOTIC] for reference if they are not in the immediate settled biome/area of access to your civ unless [PET/PET_EXOTIC] affects it otherwise.
This would hopefully remove a lot of issues surrounding animals as a whole.
Feedback would be appreicated

Thanks for reading
> *Fixed "training" to 'domestication'*