To take a tangent...
Perhaps instead of technologies being researched (a la Civilization), it would make more sense if certain "advancements" were accidental or incidental, but out of the player's control? That is, a dwarf can enter into a secretive mood, and in addition to his artifact, he can contribute a small bonus to the community (+10% quality in crafting X). Reclaiming a site, once you rediscover the artifact, you suddenly "gain" the knowledge. These advancements should be restricted to one job (Masonry e.g.) and one task (Crafts, e.g.).
It might be possible that a Legendary dwarf can have a "stroke of genius." This chance should be infintessimaly small, so as not to create fortresses where they ADVANCE EVERY FIELD KNOWN TO MAN ON A LONG ENOUGH TIMELINE. Multiple effects shouldn't stack, or should return less on each additional advancement.
This could generate a custom descriptor: "This is a masterwork wooden barrel. It is sealed with resin as is the method of the Urists of Uristing," or, "This is a well-crafted bone bolt. It has spiral grooves, as is the style of Urists of Uristing." Or, "This is a fine glass vial. It has bubbles and swirls of color, as is the style of...", you get the idea.
Some of these advancements could require an extra item per 10 items made (tracked much the same that melting down an item is tracked, per workshop), and wouldn't spam a message if you don't have it--they just use it if they have it. These additional ingredients should be non-essential items, things that you wouldn't expect.
This might provide greater immersion: Your dwarves might develop their own style, while imported items will have other styles because of the advancements they made. It doesn't give the player a linear progression to work with, nor can it break the timeline that we're dealing with, or cause frustration (OH NOES I HAVE TO RESEARCH GLASS-BLOWING BEFORE I CAN COLLECT SAND!?!?)