As such, it might be usefull to have similair. Either a system of complementary skills, where one skill gives a small (capped) bonus to another or a set of general knowledge attributes.
((For example, a butcher will have a very limited knowledge of anatomy, and some skill with blades. A swordsdwarf will have the same. A surgeon would have a high anatomy stat, giving him bonusses if he were to fight. Even more so, a mason would make a slightly better miner, as would an architect, because they know about rocks/ structural integrity respectively.))
I think this should be taken seriously, I find it frustrating when I need more masons and I have 3 migrants with legendary stone detailing and multiple legendary miners, but none of them know how to turn a rock into a stool, even on a novice basis.
I think these skills should be looked at for the types of tools/latent skills used in them, and then they should be leveled up based on how well those latent skills are leveled, and whether or not they use a similar tool.
something like
Your woodcrafter would slowly level up their crafting skill as well as woodcrafting. Crafting would give indirect bonuses to them if they ended up being a bonecrafter, or stonecrafter, so the skills themselves wouldn't be leveled up, but they would have a good enough knowldge to know how to not fuck it up, the specifics on bonecrafting they learn as they do it. This could also apply to tools being used, and materials worked with. so although a mason, and a stone crafter don't necessarily have crafting, or the tools in common, the stonecrafter would have developed a solid knowledge of stone, and therefore know what delicate practices need to be used to not screw up a chair, and vice versa. Tool knowledge may also be good, as crafters and detailers may go hand in hand, because of their attention to detail, and their use of small fine ended tools.
I find I'm getting to the point that anything else I said would be not very thought out, so I'll leave it at that.