Hence why I say mental skills should just be the last to start degrading. It wouldn't require the introduction of an arbitrary 'Wisdom' stat, just use the ones we already have. Right now, all but one attribute does something, and most skills have at least some application.
Right now, the Attributes are:
1 Body Attributes
1.1 Strength
1.2 Agility
1.3 Toughness
1.4 Endurance
1.5 Recuperation
1.6 Disease Resistance
2 Soul Attributes
2.1 Analytical Ability
2.2 Focus
2.3 Willpower
2.4 Creativity
2.5 Intuition
2.6 Patience
2.7 Memory
2.8 Linguistic Ability
2.9 Spatial Sense
2.10 Musicality
2.11 Kinesthetic Sense
2.12 Empathy
2.13 Social Awareness
'Wisdom' as a concept is already covered by several existing stats like Analytical Ability, Intuition, Patience, and Memory - which affect tangible Fortress professions.
Regarding phobias and memories, that's a tricky concept because you need to build some kind of function that can take control of AI behaviour at virtually any time, so long as the pre-requisite conditions are met. Afraid of Creature, Fond of Building, Enraged by Item Type, etc.
What you're describing is an entirely new, overwriting behavioral system that would need creation and testing. Now, I'm not saying its a bad idea; learning your target is Afraid of Bees could be a vital method in helping your fight - similar to studying Uruk Captains in Shadow of Mordor. It'd give you a reason to talk to people and train social skills so you can learn the various traits of people you're interested in, giving more value to the conversation system. Traits kind of work like that now, but all they pretty much do is modify thoughts and certain skills when they are used - no assuming control of AI behaviour. Potentially Toady could re-use some of the code involving when dangerous creatures cause AI to interrupt tasks though, but relate it to Phobias/Fetishes.
My problem with that system is that, during Adventure Mode, the more of these memories you have, the less control you'd be given. If you accrued enough memories of common creatures, you could potentially get thrown into a loop of the memories taking control and running out their behaviour over and over. Would make characters useless after a certain period of time. And before you say "Oh, they wouldn't all be that severe" -what exactly would govern severity of a memory? Health loss? Time spent interacting or fighting? These would need defining.
Right now, I can see is "If [OtherCreature] reduces [MainCreature] to [<10% Life] or [Removes a Body Part], randomly decide if it gets trauma relating to it" working. The trigger would elicit fear around that thing in the future, and maybe trauma could fade over time or with some kind of relaxing/counselling - turning it into a regular memory that gives bad thoughts. I suppose a memory system could be useful in the opposite sense: encountering a new creature might make you fearful and sloppy in your combat checks, but if you knew about it beforehand or were told about it you'd be fine (unless you then get trauma from fighting it). Perhaps even the Memory Attribute could govern how many experiences you can recall in total? A double-edged sword.
This doesn't really apply to the thread topic of 'Aging' though. Old People would probably know more topics, rumours, secrets, and whatnot.