The problem with positive syndromes is that you then have to build some sort of means by which you can then use the syndromes.
If you have a healing potion, then the dwarves have to know that it's a thing they drink when they want to heal themselves, somehow. The "healing" part isn't so difficult or foreign, it's the "make semi-autonomous dwarves drink their potion if and when it is appropriate, without wasting them all drinking them when it isn't appropriate, plus being able to tell the difference between a pure healing potion and a healing potion that also happens to give you lung cancer or something, and as such, shouldn't be taken except in extreme cases".
Ah!
Now I understand what you mean. Yes, those are complex issues. Definitely, some strategic thinking would be involved to do it right.
Maybe it'll end up being usage hints in the raws and classifications in-play for use in the military etc. with some sensible defaults. Ideally they'd be able to handle it like food, water and alcohol (to the extent those aren't broken), and perhaps those would be brought into the same system.
This sounds like a reasonable approach to implement positive syndromes. Once several default categories are created, the framework might allow it to be expanded on later.
Honestly, when I was thinking of positive syndromes I was mostly thinking of creature attacks and using it in Adventure Mode. With creatures, it seems comparatively straightforward: Creature attacks dwarf (or other playable race) and the syndrome(s) may or may not be inflicted. (I was thinking of raising certain un-tamed creatures with a healing saliva in pits just to heal my dwarves post battle. I'd order an injured dwarf to go pull a lever in the pit or something.) And in Adventure Mode, the player has direct control over their character and could simply give the command to drink the liquid.
Those situations are quite different than having, say, a healing potion or cure poison vial created in Fortress Mode and making it useful. As you point out, for that dwarves would need to
know what it is used for, in what situations it should be used (having a vital organ or limb in critical condition or being afflicted by a certain poison), etc.
PS:
...being able to tell the difference between a pure healing potion and a healing potion that also happens to give you lung cancer or something, and as such, shouldn't be taken except in extreme cases.
Intentionally or not, you implied that dwarves might need different categorization for potions (to take into account things such as potion rarity, potion potency,
risk in usage, etc). I
like that idea.
Ideally, a number would be specified to denote priority. Perhaps 0 to 20 for common categories like health potions, strength booster (adrenaline boost?), berzerker rage, etc.?