Yes, but that will never arise naturally. The player won't let their dwarf gain skills in so many skills, because that's not efficient (and he'll likely die before gaining them anyway); so if such a dwarf arrives by migration he seems like a RNG fluke, not real.
Yes, and neither of our proposals eliminate RNG flukes. However, my proposal is intended to make RNG flukes more manageable by eliminating bad rolls from the skill table. It's also intended to make "bad" rolls on the Strange Mood table less frustrating by having single skills cover more ground.
Your alternative proposal adds more bad results to the skill table by divying up existing skills into more fine-grained, lower utility individual combinations. You get dwarves that are more broadly mediocre at a wider variety of tasks unless they repeatedly train doing the
one thing you wanted them to be good at. (And don't hold your breath that a Strange Mood is going to get lucky and boost
that unless you've already trained that combination higher than all others.)
Sure, you can more easily cross a dwarf from one task to the other without having to start from dabbling, but a good fortress economy thrives on highly-focused specialists, not on jack-of-all trade generalists.
Those are two of my latest migrants. There's no synergy between their skills right now, without multiplying the places at which the RNG can screw you over, which is what your proposal suggests.
It's the other way around, you can always find some synergy in the skill matrix[...] [D]warves would typically do a row or column of jobs in the matrix, not a single x-y(-z) combination.
And they would do them
poorly compared to someone who was already skills in all the aspects of the job they needed to do. You don't want a Leather Mechanic -- you want a Stone (or Metal*) Mechanic. You cares if he can both half-ass leather bags and mechanisms? If your fortress is working properly, you're going to want him to specialize in one of those skillsets and let someone else cover the others.
(* Yeah, I forget you can forge metal mechanisms because I've never had a use for them.)
Basically, I see no more advantage in a Skilled Leather (Material), Skilled Mechanic (Product) under your system than I do in a DF2010 Adequate Leatherworker, Adequate Mechanic. You're just half as skilled in two unrelated areas. If broad mediocrity is your goal, then fine. It's not mine, though.
(Making mechanisms ought to be crafting or smithing, while installing them ought to be mechanics proper, anyway.)
For the love of Armok, why? You just actually proposed keeping the mechanics skill around and then making it
less useful for no discernible reason.
It makes some skills less useful than they already are. (e.g. Glassmaking, Leatherworking.)
On the contrary: if you have two glassmakers in a unique skill system they are useless for anything else...
That's fine. If I have a Legendary Glassmaker that I leveled up from Novice through churning out raw green glass for my Jewelers to practice with, then I want him to be just as good at making large, serrated disks as coffins, tubes, or vials. I don't want to spend several evenings getting this dwarf to churn out each of those products to get high quality ones.
I also don't want a jeweler who achieves mastery by leveling up on said glass gems to be only semi-competent with the rare, irreplaceable, dug-from-the-ground gems in my fortress. I want him to be a legendary
jeweler, not a legendary
glass jeweler (and middling anything-else jeweler). The system you propose would ensure that you have to consume rare, valuable materials to get good at them. No practice using cheap "training" materials; no practice building "simple" goods to get ready to build expensive ones.
It focuses mostly on breaking up skills which produce items with quality, complicating leveling them.
How so? You limit a dwarf to the jobs you want him to train. Then he goes off and trains them. That is true for both systems.
Well, for one thing, depending on your interface, it can become very hard to limit said dwarf if they're enabled to work on all jobs with a particular material and all jobs producing a single type of good. If not, then I imagine that fiddling with new migrants' skill selections will be a common and irritating chore.
You completely ignore the quagmire of useless skills for farmers, rangers, and fishers (e.g. the widely hated Fish Dissector.) The material system does little to fix that, and proposing another incompatible, independent matrix of food skills on top of that would only produce more confusion.
I've taken the need for a simplifying revision and redefinition of skills for granted, really. We can use a general "food" category, make a basic distinction between meat, fish and plants, or (theoretically) have a different skill for each tissue type of each species (lamb chops are not the same as pork chops, I tell you! :p ). That is all a matter of making the right associations between jobs on one hand and skills and tools needed and trained on the other hand, and it should be possible to do that in the raws.
Good Lord. You're actually proposing that a system in which a dwarf might only be good with handling a
single type of creature out of hundreds is an improvement over the current quagmire of useless farm labor?
Okay, let's ignore that moment of (holy crap I hope) hyperbole and just go with fish, plant, meat. Now you've got a grid full of even more pointless, empty selections. Do leatherworkers and bone crafters have to treat fish & meat differently? Is there a point to being a good Plant Milker? Do we still separate Herbalist & Grower? Where do bees come in? Are there actually any skills outside of butchery/dissection/cleaning that have enough overlap to justify a grid?
Will I want to kill a Fish Armorer any less than my fifth Presser migrant?
In addition, there will be many future additions to the game and we don't want to have to debate again and again to determine each time which skills ought to be scrapped and which not. If for example a new material is added in a matrix system, that will automatically combine with all furniture, items you could make of it and we won't have to consider whether to add a <material>crafting category too or only a <material>weaving category too.
Yeah, that's great, except that you have to decide:
a) Does this combination make ANY sense? (Which, we've decided with many existing combinations is not true.)
b) What workshop does it associate with?
It's hardly automatic, and you'd have to add tags in the entity, workshop, & reaction raws for each combination anyway.