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A common, popular, and very good strat, is to get all wounded in the hospital, and forbid it next full moon. You'll lose non-infected dwarves; but the turned werebeasts will identify themselves and heal enough to get their asses up and outta there.
Werecreature will topple them. This should alert you to something out there that members of your fort can't see. Your dwarfs when turn will topple statues, tables and destroy workshops.
The combat log vanishing is really an issue. Seems like you have to pause the game once the werecreature dies or runs away and check most of the dwarfs for wounds.
After you fight a werewolf, check combat logs and look for "Bites". All bitten sapient creatures will turn into werewolf themselves. All the other injuries are fine.
Correct on the infection process, but why would you banish them? Just wall them in somewhere, with a drawbridge that leads outside, and if there's ever a troublesome siege, send them all out on the full moon. Gotta make use of those werecreatures.
Also, I always build an early defence warning. For elves, thieves, necromancers and werebeasts. Make a 3*3room with fortifications around. No doors. Chain a dog (or a non grazer) in the middle. Build a roof on top of it. For access, build a hole in a corner with a tunnel to your fortress.
If you want the animal to live, you have to make a "puppy safe" mechanism. Build bridges all around the "bunker". Linked a single lever (you can link all your "puppy safe" bridges to a single lever for efficiency). When they spot something, pull the lever.
The bridges also helps for creatures that may go through fortifications.
Statues won't give warning unless it's knocked over, and only some of the solo creatures are item breakers, the ones that aren't you won't get warning of if you don't have a chicken guarding your borders.
My technique is, immediately ANY dorf is in combat with a were creature, rename it to something indicative like "Possibly Most Likely a Weresquirrel Asa Nonasketal" It's only a nickname but you can see it in all the lists. Then before you let them into the fortress you check the log and their injuries.. Then you chain their a.. them up in jail and leave them there until the next moon. Don't care if they are injured or not. Cage them up. Next moon they will either pop or not pop.. If they don't pop.. let them out.. if they do.. put them into a suicide squad and get them killed .. leave them outside the fortress until they die. Alternatively, you can lock them up forever, because they don't starve and once you get enough of them you can change your fortress to a Werefortress. As long as you can survive the depression spiral from the FUN you will have transitioning to a werefortress.