Invaders should also want to look for the self-destruct levers. Some critters already pull levers.
If you're going to have dangerous levers around, i advocate that you will have to spend some time proofing them, just as you have to build the levers themselves.
I mean, you could just have the objects affected from a menu, like how you order stuff from a workshop as well.
It could be like black and white, where you have a 'hand' and can just pick up invaders, squish them and drop them into the refuse pit.
We could have a cheat menu, able to spawn dwarves and squares of magma above invaders.
WHY DON'T WE?
Really, because DF is a 'reality sim'. With fantasy elements.
I you stop elaborating on child qualities, they are doomed to be the drones they currently are!
DF does not want that.
Sure things are a hassle sometimes, reality is like that. Designating a bajillion workshops used to be work, same goes for mining/woodcutting etc. Same goes for designating each and every dwarf's labor preference. Sorting through stocks to dump low-quality leather gear made from a billion types of leather. Making cabinets and moving workshops around until you get a masterwork one that's made out of obsidian, and is masterworkedly decorated with specific gems, detailing donkeys.
A lot of this could be made easier. Designing a lever with a lock on it should be able to be done before any component is made. Just tell the game you want one, create a log on items needed, and then set them to be automatically crafted and assembled, as if from the manager menu.
Requesting a masterwork obsidian cabinet with specific decorations would be AAAWESOME!
Right now, the interface of DF is either repetitive and stupid, or fully stupidly automated. All this can be improved for the better, and i don't think we should exclude features because of it.
It's not like the stuff we're building WILL GO IN the game like right away, so instead i advocate that we keep an open mind for 'what we want to see' in-game, rather than "what we currently don't want"(based on the current game).
Some time back, i almost went ahead to write a framework for a radically different DF, which would still be the same game! People seem to often have issues with things, that are only problems since they build upon an 'unseen, never questioned' base.
To me DF is a quest, an intangible thing! It's not what it is in terms of what it exists as, it is what the ideal of it to be is!
My point is that DF will ever-evolve. Therefore we need to see it from a holistic perspective, and not let our minds take root in aspects of it.