Noting that you no longer can get 'trapped' by channelling orders (over undug berock, at least) because of the down-ramp creation (although I'm so used to defining the digging of a 'skylight' into "sub-level aboveground" farming plots by the following 'dig order' micromanaged template of order...
13331
31213
32123
31213
13331
...to prevent cave-ins (when pre-removed, at Z-1) or strandings (before the ramp change to channelling) that I continue to do these days, but these days exclusively
after I tunnel out the underside) my biggest demands would be related to sensible pathing (aforementioned in threads long gone: a tunnel through a mountainmass can send the miner all the way round to dig out the square she's just exposed at her current side) by considering the to-be-mined square as a valid destination, not designating the to-be-mined-from square as the first available from the set N,S,W,E,NW,NE,SW,SE (or whatever order it is) and then pathing to there...
But having a current game where I'd like to get some of my easterly rooms dug out (room for a mechanics workshop, to be precise) without completely de-designating the strip-mining of useful ores and economics located in the slopes of a a hollow in the western area of the map, I'm forced to consider implementing burrows, at the moment, to get one miner in the mood for room creation.
But some kind of priority system that overrode cardinal directions would be interesting. And/or construction-job priority (LIFO, and if you wanted to 're-priority' a superseded dig-designation, just re-apply the dig job over the top, like you can cancel and re-suggest a construction to do so).
And add that to "dig a vein" mining options (automatically spawns dig-a-vein continuation jobs on identical stones (at least those that are non-damp, non-warm, non-dangerous_terrain) that get revealed by the original/subsequent dig-a-vein job completion, without the need to micromanage...) and I'd be very happy, although I'm not entirely sure how this latter would fit with the LIFO designation system. (Given they are spawned from completed dig designations in a job-list that might have been given newer jobs since that time, perhaps they get inserted into the queue at the point the just-dug square vacated... would need a placeholder item in the job data structure, if the dig was removed upon starting, or the background code that knows what stone leads where could pre-insert them in a hidden form into the queue, even before they become visible to the player, in synchronisation to the square of ore that is revealed on the player's map.)
But a lot of that has been suggested before, I know. I'm just reiterating as part of my comments.
Manually prioritising could be awkward. Although I do like the +/- option, similar to the designation of 'clan' number for new creatures created within the Arena (which might provide at least a little bit of useful cross-over code, for ease of integration). I'd find it interesting to designate certain strip-mining operations as priority 9 (frexample), a select amount of exposed gems as priority 5, some rooms I need cutting out
now could be level 0 with widened corridors to these perhaps given priority 1.
But I do also feel that this is a bit prescriptive. The 'joy' of Dwarf fortress is that ones suggestions are made, and the dwarfs
bugger them upcarry them out accordingly, right?
