In general, I'd say there are a lot of skills (perhaps all of them) that could benefit from a "generic" skill, similar to what Toady has added for combat (I believe he just called them Melee and Ranged, which are increased when a dwarf uses a melee/ranged skill and are added to combat rolls). The idea is that if you have two dwarves with 0 experience in wielding an axe, but one of them has used a sword before, the one with the sword experience should be better suited for combat because he at least knows how to use a weapon
Likewise, a healthcare skill group could benefit from a generic "Docterin'" skill which goes up whenever a healthcare skill is used. That way we could have a Vet dwarf who has a slight benefit when performing dwarven surgery, even if he has no skill points in "Surgery".
This could of course be expanded everywhere else fairly easily. A weaponsmith might not have any idea how to shape and craft armor, but he at least knows how to keep a forge going and how metals react to a hammer, and that should give him an edge over some soap maker.
I really like that actually. Suggestion thread?
I imagine it's an idea Toady has definitely thought about - he's pretty big into making frameworks he can later use elsewhere. I'm sure that in due time we'll see a system like that.
It's really the best of both worlds when it comes to simulation vs. gameplay. Though it does make sense that Farming, Plant Gathering, Milking, and Milling would all be separate skills, most video games would abstract that all away and simply call it "Farming", assuming that anyone running a farm would
probably know how to do any number of those things as part of their profession. However, while grouping them together makes it easier to understand and simplifies professions, it does take away heavily from the simulation aspect.
By adding a generic skill you could have both. Some players might just want to activate the "Farming" generic skill which would allow the dwarf in question to perform any number of Farming tasks. They of course would not be nearly as skilled as a dwarf that specializes in only farming or only milling, but they would be increasing their Farming generic skill which would mean they wouldn't be totally useless when performing those skills.
An advanced player of course would still be able to doll out specific skills.
man, it never hit me how cool this idea is until just now. It's such an obvious solution for a lot of little labor issues. Maybe I will make that Suggestions topic, just so we can continue this conversation in a more appropriate spot.