I'd have to agree with the sentiment that zoning and letting dwarfs build things themselves is taking it to far.
Adding a feature to set rent when you create a bedroom and maybe a way to connect other rooms to that rent-able unit would be all I'd add to housing. An example of connecting rooms would be creating a two-story unit, a dinning room on the bottom floor and a bedroom on the top floor, then when you go to set rent from the bed>create bedroom menu you could include the dinning room as part of that unit. The important thing for this is the ability for the player to set the rent price, rather than some formula based on furniture quality.
I also dont think giving dwarfs in a particular line of work autonomy from the state is a good idea just because they dont understand the resource situation nor do they understand your plans for the fort. Something more along the lines of them buying specific goods you ordered to be made and designated for the purpose of being sold to your dwarfs would be a better system. Such as ordering the construction of a variety of crafts like mugs and figurines, then putting them on sale for your dwarfs, and those who have enough money can go buy them. This way you dont have to worry about your stone crafters deciding to use up some of your rare magma proof or super dense rocks because you had not gotten around to organizing them yet.
The thing is, this isn't age of empires or something. The goal isn't to give the player pawns they can move about at their will, it's to make a bunch of little people that the player directs in a sort of vague fashion. And those little people having the ability to make little decisions would be great. Not like "where should this wall go?" but definitely "What sort of room should I rent?" or "What clothes should I buy?"
Indeed.
The "buying" part however in the equation and the "renting" part however are quite mechanically redundant.
They already make decisions as to which empty room to move into and which clothes to help themselves too.
I would not say the buying and renting part is redundant.
If dwarfs get happier thoughts from wearing ≡wool socks≡ then from wool socks and you have a limited supply of ≡wool socks≡, would you not want your mason to have ≡wool socks≡ and you hauler to have wool socks. Of course you could specifically order you mason to grab those ≡wool socks≡ and assign him the fancier room so that he is happier or you can let the tried and true method of supply and demand sort it out for you.
basically Urist McHauler buys the ≡wool socks≡ at the state price of 2☼ because the player was to lazy to give different prices to different quality levels. McMason whose job earns him significantly more than McHauler, sees that McHauler has these nice socks so he offers 5☼, which McHauler quickly accepts. Netting McHauler 5☼ to buy another pair of socks with and cover rent or food while McMason gets an additional happy thought from comfy socks. The player did not have to designate anything but the starting price in that scenario and that scenario would work for all goods, getting the most out of your supply of socks without any effort on the players part.
I imagine the Dwarven economy to look something like this:
Players create those job groupings I mentioned earlier so that than can easily control the amount of labor being done and what dwarves are being paid for that labor. This reduces micromanagment as the player no longer has to assign specific active skills and burrows, a dwarf arrives at the fort and sees that there is an opening in the player made farmer job, the dwarfs sees that many of the skills he has alligns with those used by the farming job so he signs up for that one.
The player sets rent right alongside making bedrooms so the additional hassle is significantly reduced, then newly arrived dwarfs will rent a room based on their jobs wage. This will quickly sort the dwarfs you value highly, like metalworkers whose job you probably gave a higher wage to and dwarfs who are expendable into nice housing and cheeping housing.
The player then can order crafts like socks and mugs to be made in the regular way, then they could designate a pile of those crafts to be sold to the general dwarven community with the rest going to the caravan. From there the market forces I mentioned earlier, which the player controls directly through wages and rent decides who gets what.
Since the player sets wage they would have a pretty good idea of how much money a given dwarf makes based off their job, there would be no need to check the bank balance of each dwarf. If you have some dwarfs without rooms, simply create more jobs or bump up the wage of the job they have now. Of course some way to look at the finances of your fort would be needed, but you should have a fairly accurate idea of how much each dwarf has kind of like your stocks. And like you stocks with it recordkeeper you could assign a banker noble to help manage the forts financial assets.