I have yet to see a convenient and elegant way to prevent cave adaption. Most ideas -at least for me- fail at the "stay inside" order during sieges and whatnot. If the area in question is so well frequented it qualifies for the task, it gets problematic once you order dwarves inside. If the area is not vital enough, dwarves will not pass through often enough.
Note that I actually dont know how much light a dwarf needs to not puke all over the place in case of some sunshine
Anyway. The easiest solution I could think of would be the following: pick a major traffic area, something every dwarf has to pass regularily. Maybe the entrance to the booze stockpile, for instance. Create a skylight. Now in order for your dwarves to not get pissed about the lack of alcohol either have a backup pile (how ghetto) or just - from the beginning - prepare an alternate entrance, which is totally underground, designated as restricted traffic area.
Now since dwarves like to do the entrance dance a lot, I dont know whether or not they are actually smart enough to pick the restricted route (does a job cancellation due to inside orders qualify as "not pathable" hence make them use the alternate route?) once the need arises, but that can be easily checked.
Anyway, the plan is, during times of peace dwarves pass the lighted tiles and hopefully will not get cave adapted.
BUT! How undwarvy is that approach? It's comparatively not dangerous, not convoluted and not very likely to fail.
So I tried to come up with a more appropriate solution and what I have in mind now is sort of a swimming pool/drowning chamber/statue garden. See, I like the plumbing.
Part 1 is easy, we all know that one. Statue garden on lighted tiles. Floor over for protection against archers.
Part 2 is a bit more tricky. The party thing. Once you have a statue garden, dwarves party. A lot. At least they do from my memory, I havent had anything which allows parties for quite some time. Now what if I wanted my dwarves to get back to work? Undesignate the partyable item? That is too much micromanagment for my taste, also, I wouldnt be surprised if they partied to the end, first. The obvious answer would be (apart from magma) to flush them out, I think.
I dont have too much experience with swimming skill in fortress mode, but I think there is some sort of a problem. If the water in the statue garden rises not high enough, the swimmers might stay longer than the non-swimmers. So I was thinking about... building the access to the whole thing one z level higher and just flooding the bottom level. If there is a glass/floor ceiling to protect against archers, have it higher up, so it's not touching any water tile.
The plan is to flood the thing in a way so each and every dwarf will climb out as soon as I want their workforce, ideally without drowning them in the process. If I think they can relax again, I can just drain the water and thus make the party-hard-area accessible.
I did some minor experimentation with swimming skill, but the rest, even all the stuff about cave adaption is pure speculation. All I know is, that dwarves paint my entrance green some time into the game, and it's not that I dont like it, it's just a bit challenging to come up with simple and reliable way to deal with the matter.
In case anybody of you guys have some input about how what will work and what not, just lemme know.