That's a good idea, mostly regarding the damn huge problem of having clothes spread everywhere (I make 10 of each of one clothing material set I decide on the beginning of a fortress (I either make only silk, wool or plant fiber clothing. Except cloaks, which are always made of leather - so you might imagine the issues I have regarding fps when it comes down to clothing. To make matters worse, I usually have a huge shaft spanning basically the whole fort, leading into a magma pit. So there are issues when it comes down to cleanowned scattered/scattered x, since I have so many dump zones that I need to deactivate all of them so I can create one exclusively for old clothes dumping, lest I get a bunch of art defacement bad thought from my clothemakers)
Otherwise, things could be simple and we could create, say, a 3x3 zone that works as a "quantum stockpile" for tattered clothing. That way, you set this zone close to the trade depot, and voila. Whenever a dwarfs cloth gets tattered and there is a replacement, he drops by this zone and tosses the cloth piece in. Simple, clean and efficient.
Dwarf fortress desperately needs betters management tools implemented. Having a big fort is too much effort to administrate and keep things relatively tidy.
But enough rambling. I will give my two cents on how I would implement means to solve the "hasnt practiced a craft for too long problem".
Since we are getting into the big wait, it has already been discussed and, I might be mistaken, but workshop zones could be coming then.
A pretty easy way to implement this would be to create a "free crafting zone" for dwarves that start getting bored for being unable to practice a craft;
You place whichever workshops you desire in this zone, with determined materials, and whenever a dwarf desires to practice a craft, he automatically goes there and crafts something at the workshop of his preference, out of any available materials he prefers.
Also a zone for martial arts practice, with plenty of weapons for "common use" (a dwarf won't claim a weapon / armor he is using for practicing martial art in this zone, he will use it solely for satisfying the need)
I would also love to see guilds coming back.
Having a haulers guild, determining hauler zones... "I have 10 haulers in my guild, i need 2 haulers in this burrow here, 1 stone hauler and 1 minecart pusher. Whenever there are stones to be hauled or a minecart to be pushed, it is of highest priority to have people working there!"
And that would just be the tip of the iceberg.
Farmers guild "we have too many seeds! We want only X of this, Y of that. The rest, toss in the trade depot or wherever"
Commerciants guild "hey, we have requests for 3 diorite scepters, 2 native gold crowns, 3 iron earrings, etc" - updated monthly
Hunters guild "hey, I will have an apprentice. He will collect all non broken used bolts, rofl. Get rekt"
Cleaners guild "yo, keep shit clean, that is your priority - including the damn caverns"
I REALLY do hope Toady grows conscious of this and, since it is highly unlikely we will be seeing multithreading to help alleviate FPS issues in the near future, properly implements means of keeping a highly populated, extensive fortress, tidy without the necessity of tedious micromanagement regarding menial tasks to keep a fortress running and dwarves happy.
Sorry for the wall of text.
Cheers.