This is Dwarf Fortress. What is this "abstraction" you speak of?
Not doing things in the most detailed and complex, computationally brute-force way possible? Are you an elf or something?
The whole of Fortress Mode is an abstraction of Adventurer mode.
That neither makes sense nor is a response to what I was saying.
Plenty of societies marry off their girls at 12-13. Modern societies only invented the whole 16 thing because it allowed them to prolong the length of education. The risks of childbirth have not been implemented yet but yes a somewhat increased risk of complications for under 16s could be implemented.
"Plenty of societies" allow marriage of 8-year-old girls, too, but that doesn't mean they're ready to be mothers. For that matter, "plenty of societies" have essentially no healthcare (and may not even have midwives,) and have commensurately atrocious infant mortality rates and rates of death in childbirth.
Dwarf Fortress, as it stands, implicates FULL adulthood when it designates a child an adult, and there is no physiological difference between 12 and 120, in spite of that whole "puberty" thing not yet occurring. (Or at least, not
supposed to occur yet in humans...)
Any sort of 12-year-olds-die-in-childbirth change would only make players want to prevent marriages before dwarves hit 16 years of age... which they currently have no direct methods of performing, aside from extremely micromanagement-heavy tricks like personal burrows. Maybe if there was some weird option where you could pass a law about what age children can be married, but without there being other social laws one can pass, there's a question of why Toady would bother, especially to do something so creepy...
But anyway, a 12-year-old is not an adult, and if jobs are spread out by age, there's good reason a pre-teen can't be an architect that both designs and constructs bridges.
And how do you expect players to recognize when they have attained those ages?
Growth is divorced from life stages. Life stages exist solely as a means of dictating what jobs/actions are available, and being a label for players to easily see what age they are. If you break up what ages jobs become available, there's no reason not to use a label that tells the player what jobs the child is capable of taking.
Because the children start doing the jobs?
Translation: We shouldn't use a feature that exists purely for the ability to alert players to a change in creature status to alert players to a change in creature status, so that players are forced to hover over a child they THINK is about the right age, and constantly check to see if their labors are not blocked off anymore.
You're right, why should DF start making sane, obvious choices that provide players with convenient information when we could hide that information for no good reason, instead?
They learn skills that will be useful when they grow up. They also make your dwarves more productive, apprentices could also help their masters haul stuff too if hauling is the main issue.
You mean they get free skills that vastly outpace the almost-exclusively "novice" level of a supposed journeyman worker from the rest of the gameworld before ever doing any actual work. Woo, if we don't have limits to apprentices to a single master, sign me up to put every random kid on weaponsmith or armorsmith apprenticeship so that I can skip all that training with actual materials nonsense and wait for the moods to make 'em all legendary!
And again, hauling is the ONLY significant factor in job speed. Especially if you're encouraging players to use only legendaries as masters for these apprentices, (which you are doing if you're linking apprentice skill gain to master skill,) they'll be finishing every task once they do have raw materials in 1 turn, anyway.