For the most part, these aren't issues yet. As Toady said, he's still threshing out things that are eventually meant to be structural elements of the game. I'm not worried at all about these things, because I'm sure they'll eventually be taken care of.
Don't forget that eventually Toady want to make it possible for an adventurer (and I suppose all the other beings in adventure mode) to do everything that can be done in adventure mode. That means that your adventurer could decide to join a mining team and go searching for gold if he wanted, potentially discovering adamantine and starting off a giant chain reaction which leads to your character's imprisonment for endangering the empire. *gasp*
Or you could decide to train into a legendary cook, just to get close to the king and assassinate him and steal the throne. The wonderful thing about Dwarf Fortress is that this scenario might work the first time, but let's say you try again in a different world, but because the king has a different personality, he actually becomes suspicious of you ahead of time and orders you executed.
Something that I'm curious about is adding a learning AI to the adventurers, which keeps track of the type of choices you make as that character. Then, when you retired the character, the game would take the information it had collected to attempt and play the character as you had played it up to that point. I don't know if Toady would ever add such a thing, but some day it might happen, whether through Toady or a technically-minded modder.
It would be awesome if all characters could have a limited amount of learning built in to their AI. For instance, if a lady-dwarf's husband was killed by ratmen, she would remember this and seek revenge on them in the future. In fact, this meshes well with the way entity profiles work right now; "Urist Rakrem wishes death on all ratmen." There could even be varying levels of spite.
[entity] dislikes [object, person, race, deity, etc.]
[entity] is spiteful towards [object, person, race, deity, etc.]
[entity] hates [object, person, race, deity, etc.]
[entity] wishes destruction/death on [object, person, race, deity, etc.]
[entity] refuses to die until [object, person, race, deity, etc.] is no more.
Once the reached that last one they might go mad, or leave the fortress and become a world figure (maybe even forming a legend for killing ratmen), or even try to convince some of the other dwarves to go with her.
Aw darn, this should have all gone in the suggestions area, right?...
Oh well, I'll suggest it later.