Toady, I think you should spend less time on Dwarf and Adventure modes and spend more time fleshing out world-gen. Sure, add some random fun stuff whenever so you don't get bored, but it's going to be much more interesting in both Dwarf and Adventure modes when wars are regular, leaders have personalities and send you on quests, night-creatures are in, overland groups like raiders and thieves are terrorizing you, and of course, traveling groups come and go to talk, trade, and give quests. I think most of this stuff or foundational work for it is already the near-term goals, though, it just seems that some very vocal players want you to fix problems with Adventure and Dwarf modes when you're almost certainly going to have to gut whatever system you'd be "fixing" now anyways. For instance, you could add better hauling in the form of carrying more than one item somehow, but when it comes time to to fix Mining skill gain by making mining take longer, the main culprit of hauling taking too long, having too much fucking stone everywhere, will already be solved.
Wouldn't it make more sense to have a strong framework and foundation for the game before trying to flesh out Adventure and Fortress modes? The easiest way would be having a lot of enemies and a whole slew of foundational bare-bones systems to add features on to instead of slowly iterating the framework and adding features immediately once the framework for that one feature is done? There's no reason to gut code or anything, I just think Adventure mode would benefit more from having quests than from having an unwieldy ability menu to do everything in Fortress mode... when if you wanted to do that, you could just play in Fortress mode with a hermit in the first place. And we all know Fortress Mode is already unwieldy enough as it is, no reason to make an already complicated system even more confusing.
Besides, the game generating quests from events taking place is the one feature of the entire game that excites me the most. Nevermind random critters or complex fight scenarios or whatever else, just the game looking at the state of the world and generating something fun for the player to do from the existing structure is really interesting.
So I guess if you want to skip to the really short version, my advice is to make the quest system and all necessary framework for it ASAP. Are you adding the necessary conflict generators for the quest system in the near future? If I remember properly, you're planning on doing villains soon, which is good, but to really work, the quest system's going to need more than JUST bandits to catch and thieve's guilds to break up.