combat hardening would be like the legion dwarf. more strength, endurance, healing rates, less pain receptors...
EDIT: @smake: Ignore this, I understand what you mean now. @deon: Thats an awesome idea.
I am actually one of the few people that disliked the caste system Old Genesis had. It was creative, sure, but I constantly forgot what a shroom dwarf, obsidian dwarf, something dwarf does... The ones I use in Masterwork for dwarves are super-idiot proof. But I saw tha gameplay difference with the orc castes in orc fortress. So I am up for a chance of pace.
It just gets difficult when you have a caste that is good at fighting, but the individual is not. Or you have a caste that is good for ... crafting, but the guy is a beast in combat. Its harder to seperate them clearly.
Current creature file is unchanged and included in the mod. You should already have it. (cant post it because 40000 character limit)
I wont code on them for now, and do other things. I like your (smakes) sign idea, I would need a witcher and a hexer (the two mages I want to do) but besides that its fair game. Whatever you like. Deons things are of course more complicated to write, and I like the different skills/combat abilities... but my pet peeve is that a fireball spitting dude and a spiked shell acid dudette gives birth to a mud dude. WOW. That does not work. ^^ Too much biological difference. Character fine, skills fine, and something like your Dreamwalkers. Rare ability people are born with.
Seriously, if you are up for it, then I will take your castes. I have several hundrets of reaction ahead of me.
Still working on inedible meat from ogres. ^^