To Hellcar:
#1) What size are your farm plots to begin with and do your fertilize them?
#5) It is actually stone hauling that kills me most of the time.
#6) I don't want to stop breeding, I want to just prevent ownership so I can butcher them later once they have matured into full grown cats. I love the feeling of raising an animal for the sole purpose of slaughtering it and devouring it. 
I make all my rooms 11x11, which I can then later split into 4 5x5 rooms with either statues or walls. It's not as visually pleasing as other designs but I find it solves the problem of changing the use of rooms and temporary rooms at the start.
I start off with a single 10x10 farm plot which is probably overkill (I don't bring 100 seeds however) but it does gaurantee that I never run out of food. I stick 25 beds (or more) into a single 11x11 bedroom and my dwarves never seem to mind (as long as there's other things keeping them happy).
The rest of the space in the room is a food stockpile with only seeds enabled (make sure to disable prepared food also) For my other plots I make 4 5x5 ones.
I just thought of something else. I have all dwarves harvest food enabled, and if all your dwarves are hauling stone, then food will start to rot, which can cause a problem with food at the start if your planter is busy doing other things or your food stockpile isn't near the farms.
#6 Work with dogs then.

They have more uses as well. Cats just give me headaches.
So to elaborate on my hauling problem... the main case this comes in is for stockpiles. I dig out a nice big room for stockpiles and then assign them to a certain resource. But my dwarfs are not hauling stuff to my stockpile. Why? Because my stockpiles are full of stone. So I have to haul the stone out to haul other goodies in... which takes forever.
I never embark with any dwarves with any points in the mining skill. I bring 5 picks and 5 of my dwarves help dig out my initial base so as not to leave much stone. The other two have points in axe user just incase which are the cook and the wood cutter. If any dwarf has a problem with the cooked food they shut their mouth

As for your stockpile problem. In the start of the game you can always put your stockpiles outside, depending on the layout of your base. If you're adamant about everything being inside, and there's no soil layer, and you dug out the base with only 10 point miners leaving stone everywhere, then you'll have to either dump or use up the stone.
As people have said, put craftdwarf workshops in the rooms and don't dig out more than one level at a time, else the dwarf will go down below to pickup stone instead of the stone on the same level. When he's used up all the nearby stone, deconstruct the workshop and move it to where the rest of the stone is. Just make sure to keep up on the bin demand. Obviously you can do the same with masonry but I tend to change my problem into a "door problem" or "statue problem". Embarking with a skilled stonecrafter means you should always have enough trade goods to trade for anthing you need, and all the food the caravans can bring.
Alternatively, if you want to "creatively" use game mechanics, you can mark a tile as a garbage dump zone and mass designate all the stone in the room for dumping. Dwarves can store more than one item per tile in a garbage dump and with not that far to move it shouldn't take long for even a few dwarves to remove stone from a single room.