It's been a while since I posted anything, because most of the ideas I've had have already been discussed. However, I think I've got a real gem here, and it came from
this sweet retro game I bought from Good Old Games: Darklands.
I won't go too much into the game, instead I'll get right to the point-Darklands had a character generation system where you chose your adventurer's family caste (Country crafts, noble blood, etc.), which determined their starting stats and items. Then, you could choose, in 5 year increments, their jobs-they started working at 15-and could advance through their job tree, gaining more experience and personal items along the way. E.g. if you told your 15 year old noble son to join the militia, at 20 he could be a militia captain complete with sword and armor, and have weapon skills and charisma to lead his men. If your family was poor, he could become a bandit and work on his strength and woodwise (To better ambush his victims with the wooden club he has). You could further personalize this life with EP-Experience points, making him stronger, faster, smarter...etc.
I don't think I explained it very well, but there are the basics. So, could we add this into DF, if not a mainline update, then as a mod?
I've read a post detailing how dwarves should be able to take personal items with them on their expedition, and that those personal items shouldn't detract from Mountainhome-issue equipment:
http://www.bay12forums.com/smf/index.php?topic=139557.15 I agree that personal equipment shouldn't detract from embark points, and that dwarves should've had training/employment in the appropriate skill to own such personal items in the first place. I believe this system would work with that. I'm ashamed to admit that I've canceled many games before they even begun, because my embarking dwarves didn't have the personalities I wanted, or all of them were super weak and slow to heal...
Basically, at the embark screen, instead of having 7 procedurally-generated dwarves, you could have 7 "Select/create/choose new expedition member" slots, and maybe a hotkey for randomly generating dwarves. Selecting a new expedition member would take you to a screen letting you customize that dwarf's entire life. The longer they live, the more experience and personal items they accrue. Naturally, this should be balanced so you don't have a group of 7 20-year old legendary badasses. You'd have to balance experience with youth, perhaps making stats begin to decay at old age, like Darklands.
You could still have a (sharply reduced) pool of Embark Points-these represent how much support the Mountainhome government will offer your expedition. It shouldn't be too much, just enough for food, booze, whatever materials your dwarves didn't happen to acquire in their individual lives.
Basically, customizing your dwarves would be like a Create Your Own Adventure, and the dwarf's innate personality (which you should be able to at least randomize), and their attributes would open up or prohibit them from making certain lifestyle choices.
I can see it now...
The band of seven gathered around their wagon, ready to depart. One was an elderly miner, his finesse with the iron pick at his belt complimenting the mounds of muscle on his body. He didn't talk much and wasn't particularly comfortable with talking, preferring to be alone in the tunnels as he'd been for much of his life.
Another was a jovial brewer and tavern-keeper following in the profession of his father, a big flatterer with a belly to match. He wasn't particularly strong or agile, or smart, for that matter, but was bringing along a few kegs of his finest, to keep him warm during the cold Obsidian nights.
The third looked up from polishing his crossbow-a fleet-footed hunter from one of the surrounding hamlets, who fed his family with what he killed and butchered himself. He had a grudge against the fourth member, the younger son of the local Lord of that same hamlet, who was greedy and obsessive to a fault, not to mention jittery and easily scared. The lord had sent him here to avert a succession crisis, or to get rid of him-a bit of both, maybe. Nonetheless, the swine was good at writing and would at least make a decent scholar.
From another hamlet, a middle-aged farmer dressed in leather had a bag of vegetables with him, eager to plow new lands. Unlike most dwarves, he liked nature, and saddened after not seeing any animals for a time.
The sixth was a jack of all trades, a wandering vagrant who had tried his hand at carpentry, masonry, and even pottery without accomplishing much in either. One of those creative types, he was fickle and prone to fantastic ideas, and a shameless romantic to boot. If he would only settle down long enough to hone one of his crafts, he'd be a great addition to the fort.
The last member of the caravan was a scarred, disciplined militia commander. Joyless and utterly humorless, he'd lost more men than could count, and wore two sets of armor-one of iron, one of emotional detachment. He'd given an eye to the recent campaign against the Elves, and in return the elves had given dozens of skulls to him for his maul to shatter.
...And it can get so much more customizable than this. I'm not doing this justice in the slightest.
*Update* Toady's planning to add guilds into the game. There's a nugget of customizable background-have your dwarf join a guild and progress through it before coming to your fort.