I've noticed that with the exception of miners and detailers, pretty much all of my Legendary dwarves come from random artifacts, and that practice and training don't count for a whole lot.
Is this a balance we really like?
For example, I routinely start with Proficient stone masons and carpenters, generally set them to work right away, and often have them working almost non-stop. But, I don't think I've EVER had a stone mason or carpenter make it to Legendary from actual practice. Instead, it's generally some random idiot cutting trees, or doing something totally else, who, on a whim, suddenly decides to go build an artifact and POOF! they're Legendary.
This doesn't really make a lot of sense to me, and I don't think it adds anything to the game.
Plus, the whole 'moods' thing is annoying to begin with. Dwarves randomly deciding to kill themselves if some random bunch of ingredients (that they should know aren't available since they've lived in the fortress for years) suddenly materialize? Even more annoying when the dwarf who takes the mood happens to be the only talented craftsman you have of that particular profession.
Does any of this make sense? Is there anyone out there who enjoys it when their dwarves kill themselves for no good reason?
I propose that:
* Random 'crafting moods' be eliminated.
* A new system for artifact construction be implemented.
What? How about this: Artifact construction may be initiated at any time, for any dwarf, by the player, with chance of success being determined by combining the dwarves skill level with the quality of ingredients used. For example, say that 50% of the chance to succeed is determined by the skill level of the dwarf, scaled from 0% success at zero proficiency up to about 40% success at Legendary. The other 50% is from ingredients, also with a 40% cap, and with more and better ingredients giving better odds. But, the maximum chance of success in any case would cap at 80%. And, further cap the maximum value of the ingredient bonus by the value of the skill bonus. So, a 'novice' craftsman using adamant would still have zero chance of success. A moderately skilled craftsmen who receives a 20% chance of success from skill would similarly be limited to a bonus of an extra 20% from ingredients, for a net of 40%. From the artifact creation interface, the player may choose to attempt to build any 'type' of artifact. Thus, deliberate creation of spectacular weapon and armor artifacts would be possible, but, any failure to create the artifact would result in the craftsman committing suicide, similar to the present arrangement.