I checked out the walled-in fortress again, updated the family trees and engaged in some more matchmaking. Two second-generation dwarfs had been lovers for a while already, so they were the first candidates, and i assembled three more 'solid' couples and two tentative ones (one is actually just in preparation - two of the oldest and most promising third-generation dwarfs, who are several years from adulthood). The established lovers (craftsdwarf&metalcrafter) married after one season, but not before one of the other couples (mason&armourer) had proceeded to 'lovers'. Those stuck at that stage and only married after one of the other couples (mason&planter) had decided to tie the knot. The fourth couple - the potter and one of the textile workers - waited until midwinter, by which time a couple that had been involved for decades also spontaneously decided to marry (i think they might still have forty years or so of married life before them). The 'test' couple of two very young planters however, seems to be unfeasible - they became acquaintances, didn't move on for quite a while, then moved to 'long-term acquaintances' and stayed there for the rest of the year. All others had either spent very short time at that stage or skipped past it altogether. I suspect those two actually _cannot_ become friends/lovers/partners. I don't know what causes this, the most likely suspect is 'admires tradition' in one vs. 'loves to defy convention' in the other. Those may cause them to be at odds, but going by the wiki, those ratings aren't _that_ far apart...
I've set the downward cart route to be 'guided' for now. I think i'll have to go through the unit list and disable the relevant loading/cart moving labours for all mothers with children - the kids just _love_ playing on the super-restricted tracks while a cart is underway. The hospital had to glue two underage patients back together this year; one had three or four broken bones, the other needed traction (including demolishing the bench to release him).
There were two masonry artefact during the year, an olivine armour stand (or somesuch, something that has no actual use but can be put in a room to make it crazy valuable) and a granite bed. Nice. There was also a moody kid which produced some garbage item as per usual. I assume it's been dragged to the artefact vault like all the other crummy stuff.