But we want one cook to specialize and get really good at cooking, which requires that others specialize as haulers. They give up self-actualization so the cook can have his, and the fort is better off.
That's an interesting idea, specializing in hauling. I wonder if that can be extended in a future update such that dwarves can gain skill in the various hauling jobs, giving them a speed boost when carrying an item of that type - perhaps an effective +1 in agility and strength as far as the speed/weight calculations are concerned?
To balance your pre-economy dwarves from becoming legendary, it can use a different system than experience for the job. Skill gains would be based on payment - such that they can only start gaining experience with an active economy - and would not be based directly on experience. That is, they wouldn't gain regular stats from it, just skill in the hauling job. It would be akin to a real-life job specializing in moving large furniture, like refrigerators and pianos - the more experience you have, the faster, safer, and more efficient you become.
I'd wait for vehicles and various carts/pack mules/etc that would be used for hauling jobs, so skilling up even with stats, but only with 'advanced' hauling jobs, just like carpentry is not trained by building walls.
Well in DF communism does work better.
Because DF has limitless resources. You can easily afford lots of luxury for each dwarf and they perform well.
Real world communism always fails because there is never enough resources to satisfy 'to each according to his needs', mostly because 'from each according to his ability' gets transated 'noone cares, lets flunk it'. In communism, only trully self motivated people actually do good job.
Absolute job security - fail, people flunk and steal.
Collective ownership (aka, noone owns anything) - fail, managers do not care.
Dwarves work like robots at top performance, you never get legendary produce -item-s or even just plain items because he lacks incentive to do better job.
If your x-craft dwarf has guaranteed room and great meal and free booze, he should take it for granted and perform poorly and according to true communit spirit: spend more time 'on break', produce mostly -crappy item-, even if he is legendary, take longer time to work, and steal stuff related to his job for 'personal use'.
Communist trader should, for example, do 'stealth trades' for items he desires with random goods (noone owns then, noone cares if they disappear).
Pretty much every dwarf should pick up piece of furniture on his own from stockpile and install it in his room. Replace worse quality item with better or just get new -statue-.
Preeconomy military dorfs should not really spend much of their time training, but just simply just hang around and mildly rough up civillians. And yes, weapons and armor pieces should get 'lost' sometimes.
They should also be forced to queue for toiled paper and have fights over who gets bananas from trade caravan.
Simply, 'economy' and living standarts of pre-economy dwarves should be pretty crappy and it should be beneficial to get economy started asap. Mostly, the fact that now money-incentived dwarves would start making stuff better than -item-, work harder and steal less, rapidly improving living standarts for everyone.
(Yes, I am from ex-eastern block country, having experienced commies in powe and yes, real life communism is really, really crappy like I pictured it here. Worse actually.)