ALL adventure mode stuff. Sorry.

I hate to bring a question that's been brought to your attention before and to post more than one question, but
Regarding bug #5611, even though you seem to have acknowledged it in another FotF reply, I'd like to ask if you're aware of the underlying causes or even acknowledge it as a -bug-. An adventure mode world could have TONS of shops, but never an armor/metal-using shops/stoneworking/carpenter shops. The theory is that sites plain-out fail to harvest the raw materials and just aren't making things, that the "warehouses" could be plain-out empty.
Others have answered. Spoiler-tagged, just in case, though.
Also
Is there any plans at all to make equipping weapons and armor in Adventure Mode more streamlined? Not meaning if it's happening anytime soon or even within the next year, but if it's something you think needs working on or if you believe (like some people do) that the complexity is needed. At the risk of sounding like an utter newb/casual player, I find it far more complicated than it needs to be.
Aaaalso
Will we eventually be able to have adventure mode characters make their own items other than sharp rocks? What sort of actions do you think would be nice for adventure mode? For example, I can imagine my character chopping down trees to make items that I could use to trade with shopkeepers. Or is the plan to make the only way of gathering trade items looting the dead?
Lastly, and this is an important one
How important is Adventure Mode for you? As it stands, even with the werebeasties and stuff added, the mode is still pretty bare-bones and unless you raid a DF-mode fort to better kit yourself out, there's little room to improve yourself after you start your journey. And even if you do kit yourself out in DF-mode spoilergear, you've pretty much ruined the experience. I FULLY understand Fortress Mode is the heart and soul of DF, however. I'm just wondering how far below DF mode is Adventure Mode. (:S Though I hate to word it that way.)