Yes, I expected both golems and automatons would be a given. However, I find that without at least some element of magic, automatons don't seem to fit. Even just a moving arm would require many mechanisms, control functions, and perfect adjustment. I think golems and animated things would be much better. Such as the thread about turning statues-to-flesh. Or perhaps getting a full suit of armour and having one's mage animate it. Heh. That would be a good mood for a Fey mage, for him to demand a full set of armour to animate.
I would incline to agree. There should be a dwarven "wizard" type job, where the dwarf study to figure out how to enchant stuff. And to create a working golem would involve many things...
1. The spell-dwarf with sufficient learning to animate stuffs.
2. A mechanics dwarf with sufficient skill to construct good mechanism.
3. A armorer dwarf with sufficient skill to construct a set of high quality armor.
4. A weaponsmith dwarf with sufficient skill to forge a high quality weapon.
So a construction of a golem can be treated like a building construction. Where the armorer, carrying the armor chosen by the player, go to a construction site to setup the armor. Followed by mechanics to outfit it with mechanism, followed by the weaponsmith to provide the weapon. And finally, the spell-dwarf will come around and attempt to animate the whole thing. The probability of success and ability of the golem will depend the quality of each individual components and the spell-dwarf's ability (bad quality components may explode when the spell-dwarf tries to animate it).
Possible failures -
Bad armor (not enough form): Whole golem explode, throwing shrapnels everywhere.
Bad weapon (not enough purpose): Golem walk around aimlessly, may randomly take a swing at dwarf and structures.
Bad mechanism (not enough control): Golem turns hostile. Better hope you did not give it a good armor and weapon.
Bad spellswork (not enough power/finess): golem walks a few step, collapse and causes similar effect to cavein.