When it comes to Toady, "sooner" is a veeeery relative term. And that only applies if he doesn't go chasing after some shiny other idea that gets his attention first, like when he decided to put the caravan arc on hold last time to make human cities for a couple years. (Not that human cities are a bad thing by any measure, but I remember taverns were 'coming soon' in 2011...)
Anyway, I think such ideas make a bit more sense as part of a "guild" of one sort or another. (I.E. a mason's guild teaching architecture.) I'm a little leery about books just instantly making people learn things through book-based knowledge beams to the brain, but having some sort of hands-on training makes a decent bit of sense, and you can basically do that in-game already. (Just construct a bridge, deconstruct it, then construct it again...) What you'd really need is a military screen-style interface for the designation of, and in-game recognition of a place of learning so that would-be architects could come visit your ditch where you build bridges.
That said, there's no reason for you not to revive an existing topic when you want to add something to it. What you've written here could easily be used to expand upon one of those threads you already linked.
I don't think it'll be: oh, it's "And She Sang, Urist lambemòng" a book on a legendary mason. I think I'll read it
*reads it
Skill in masonry has increased to Competent*immediately gains 10 pounds in muscle*
I think it'll be either,
A) no skill gains from books
B) skill gains from books come in the form of being able to make new things with innovations or stuff. (read Quern, Fact or Fiction, learn to make quern.)
C) Skill gains would be percent based, so a mason with no experience cannot learn from a book. But a competent one will get a slightly better boost than an expert one.
D) Skill gains would be too marginal to be noteworthy, regular training is better.
E) Books make it possible/much easier to start a profession. Not all dwarves will start off knowing how to forge a blade, carve a rock, or make a crossbow out of a chicken.
I like this though, I was thinking about this earlier and how amusing it would be to come across a lye making guild in adventure mode.
So you put the apple ashes in the water... Boil 'em, and skim the lye off the top. Then boil it again...
done.
That's it.
You're done, you're a certified lye maker.
get out.
It's my first day!
*Urist Mcmaster grabs Logem lomlom by the right foot!
*Urist Mcmaster throws Logem lomlom
*Logem lomlom collides with an obstacle (The door)
I'd also like to see the personality of the master/founder affect academy policies.
example: More paranoid, independent and less power hungry, and cooperative founders will have fewer students and stricter signup policies. (I'm afraid one will kill me, I don't need them, I don't need to exert power over them, I hate working with large groups.)
ones that value craftsmanship, eloquence and decorum will have larger, better furnished guild buildings (worldgen only. You decide this one yourself in your own academies.) and keep their students for longer. (You can't leave until you're a legendary +5 kicker, dang it!)
Ones that dislike hard work, tradition and like leisure time and merrymaking will have more non-teaching things on campus. (World gen again)
Ones that dislike law and loyalty are likely to build... secret rooms and armories. (again, worldgen.)
I also can't help but think that some might get the money to build their academy through adventuring and raiding.
In a conversation with a headmaster:
Where did you get the money to start the academy?
I stole a bunch of weapons from a goblin pit, turns out most weapons go for 250 apiece, and dimension lumber for 5.
Also, socks, they go for about 30 apiece. So once you've acquired about 30 pairs of socks and 30 copper axes...
Wait, so this place is indirectly made from stolen axes, and used socks?
Yep.
I must leave.