Actually.. I have only four, no, five basic "castes" of dwarves that I set up (Using Dwarf Therapist. If you don't use it, download it NOW. Your brain will thank you. It makes managing labours pleasant, rather than an unending chore).
Miner - Anyone with even novice Mining skill. Only labour enabled, you guessed it, Mining.
Medic - Any non-Miner with two or more medical skills at adequate or higher. And the one with the highest Diagnostics skill becomes my Chief Medic.
Military - Any dwarf assigned to a squad who's been assigned equipment.
Reservist - Any not of the above with any armour skills. Weapon skills of secondary importance. Not yet assigned to a squad, no equipment assigned. Duties as Peon, below.
Peon - Everyone else that's not a noble. For the first couple of waves, all (and I do mean ALL) labours enabled. Once I hit about 20 Dorfs or so, I disable certain labours on everyone: All of the crafting skills, cooking, brewing, farming, all the metalworking skills, apart from furnace operating. THEN I re-enable any of those labours on any stunty that's got novice or higher in that skill.
What this does is give me a large pool of semi-skilled bodies, and very few idlers, as there's always something that needs doing, that more specialised dwarves wouldn't normally be tasked for. And, as things like carpentry, architecture, mechanics, engraving and masonry are active on virtually everyone, projects get built quickly, and I've a constant churn of blocks being produced.
Now, bear in mind I've not looked at the suggestions subforum on Bay12, so I'm not terribly well informed. I mostly lurk in the modding forum, and the other discussion forums, and I've never even registered. Though I've been playing DF for.. Quite some time now.
*The paint idea's a cracking one, imo. Finally, a way to decorate all those sand/loam walls.
*Carbonated drinks.. I'm not too sure on that one, to be honest.. Doesn't carbonation require access to rather high pressures, and other such things, most of which weren't available in early medieval (the tech-level I'm presuming stunties to be at) times?
*Large doors are a nice one too. Though you
can get around the triple-door thing this way: Build a constructed wall.. b-C-w. Build a door adjacent to it, and adjacent to another door. Now, deconstruct the constructed wall. There you have it, a free-standing door, unsupported by walls. Only works with constructed walls, not natural ones, I've found.
Bear in mind that all of the above I'm viewing through goggles tinted .08, not 40d. If you're using 40d, ignore the medics bit.