a bunch of good ideas. some notes though:
artifacts are not limited to 15, I have had 17. it seems to already be linked to how deep you have dug, see the wiki discussion page on moods for more info. don't know how it's going to work in the new version.
IIRC toady said eventually there is going to be some sort of scarring system put in, and mangled limbs and such healing is waiting till that is done. Also, disease and infections are on the 'to do' list already. I do really like the idea of greying out certain tasks for cripples dwarves though - your miner with a damaged leg might be forced to take up stonecrafting instead and your master smith with heavy brain damage might not be much good except in the military anymore.
next version the tower cap limit is removed, and they can also grow on any muddy tile in the fort (right now they can only grow 110 tiles from the cliff face iirc). the only limit is they won't grow too close together to prevent clumping. maybe not as good as planting them yourself, but it is a big step up.
nobles are (I think) totally reworked in the new version. most of them have been removed, the 'worker' type ones (book keeper, broker, manager) are appointed and can do other jobs in addition to the noble jobs. I don't know how mandates work but with less nobles it should be ALOT less annoying even if they are the same as they are now.