This brings us to the second issue, that has crept in: Should an accountant, lost in the tundra, and forced to build a shelter from ice cubes, eventually gain enough construction skills to build elaborate bridges from ice?
No, he should freeze to death. The game gives you the ability to start with a mix of appropriate construction and frontier-survival skills. If you don't, and you embark to an inhospitable climate, you should fail.
There's an epic tale of survival against the odds. Their chances of getting their improvised igloo built before they all die was the subject of the first question. They might should be slim, but they should at least get a chance. This question is about what happens after that, assuming at least one of them does survive.
This has less to do with the skills and talents of the dwarf in question being deficient, than the local level of technological advancement (zero, effectively) being insufficient to support his growth.
Given that we're talking about a small outpost of a larger civilization, and a culture of oral tradition, the "technology level" consists mostly of the skills and talents of the dwarves. This shouldn't be abstracted away.
No we're not. We're talking about seven guys, alone in the wilderness with no training or experience in the field of construction. Abandon, for just a moment, the story limitations imposed by the current mechanics, and envision the possibility.
Also, how do you know they have an oral tradition? Right now nobody actually teaches dwarves anything, even in cities, you have to figure everything out for yourself. Writing and hands-on apprenticeship are both potential explanations for where the knowledge comes from. It's lost in the abstraction.
A while back I proposed that an unskilled person shouldn't be able to start doing a job at all unless someone at the site has some minimum level of skill (probably the level above Novice). This represents the need for a trained dwarf to bring the knowledge, without actually tying up dwarves with teaching/apprenticeship jobs. It also makes the bazillion "Soap Maker" immigrants marginally more useful.
While reducing the thing to does/doesn't have the appropriate technology might be simpler in some respects, I think you're failing to grasp the distinction between the first and second question.
Your proposal severely cripples low immigration, multi-generation cities. If a city never gets a carpenter immigrant (which seems to be possible at any level of immigration), your proposal would make it impossible for them to figure out how to carve wood, even in a dozen generations. The lost accountants might never make finely filigreed cabinets, or elaborate suspension bridges (and they probably shouldn't, without help, or a least a book), but I should be able to throw together some huts or a hovel, but their descendants, twelve generations later, should be living in an ice castle (they're dwarves, you can't expect them to live in igloos).
You can say, "Just make some simple tasks doable without technology," but that fails to address the actual
second question. How does a dwarf with no exposure, to the numerous advancements his art has undergone in the past two hundred years, grow into the most refined craftsdwarf in the world? How does a soldier become the best swordsdwarf the world has ever seen, by only sparring with guys from the same school?