I really like to give the second generation more of a break than say, the unskilled immigrants. Urist Come-lately heard we got riches, ran over here with nothing to offer? Fine, you can sweat for it, at least you're not bleeding like the rest of them did. But the kids shared all the risk with none of the choice or defenses that the adults had, pitched in with the farm work and kept up morale. That and if I get them some early skill development, I can direct the outlet for their moods.
My legendary weaponsmith and legendary blacksmith had two sons come of age. One of them I put into the whole metalwork load, from woodburning to smelting to smithing. It seems the wood burning takes precedence, so he's managed to keep pace with steel production better than anyone, and as he gets faster he has more time for melting, then has his own forge for hammering out copper shields, hammers, statues and toys, which will then be melted back down until he makes a masterwork.
The other one I made butcher/tanner -- not leatherworking because the raws are scarcer, I need the best quality I can get out of them and still don't have a legendary to produce. Since butchers/tanners don't get much work, I added brewer duty. It's a good practice to put someone with people skills there, since that's where the meeting areas are, and all dwarves will come for a drink. Even if they're churning out swill, if they have good personality and attitude, then they have a shot at chilling out someone's foul mood before it reaches eruption pitch.