Hm. How about, in roleplaying terms, we treat the nobles as though they were an organized crime faction whom we can't afford to openly antagonize? "Hey, youse guys
bedda make some gold items, if you know what's good for you. I'd hate for my friend the hammerer here to
accidentally drop his hammer on your best mason's fingers and kneecaps." That'd also be why they get everything for free when the economy kicks in, they extort it out of the honest, hard-working shopkeeps.
I guess they could also be lobbyists. Tons of money, they get everything for free, do no work, make idiotic demands... that's a lobbyist, all right. And if a prominent politicaldwarf openly defies their demands, whatever party they're lobbying for incites a riot. "This 'democracy' is destroying our way of life!" Thus resulting in either a beating, or the politicaldwarf has to "go into hiding" for their jail sentence. Could make the jail actually be a fortified bunker with a year worth of food and booze, and some weapons.
I've added my skills and set the others (those who said ranges). We have two masons; I don't know if that bothers you.
My standard build has 2 mason 5s, so I'm not concerned. Miner/stonecrafter, carpenter/mechanic, mason/bowyer, mason/siege engineer, grower/weaponsmith, grower/armorsmith, broker/broker. A little defense-oriented, but it works.
1 - To elect a Mayor: Who of the first dwarves considers himself capable of running a fort with Dig Deeper. do it well enough as to allow the extra difficulty of having to follow democratically elected fort blueprint and rules, and also having the writing skill to tell the rest of the dwarves what happens inbetween pauses to vote?
Well, I never play with Dig Deeper. I only ever use my own custom mod, which doesn't enhance difficulty any, just adds in a winter trading race (called the Arrkhals, which are basically size 8 furry tentacle demons), has a couple gore damage trapcomps, standardizes animal sizes a bit, and reduced most non-predator bite damages. Yet somehow, carp with a bite damage of 1:2
still mangle my dwarves. One time, I had 3 fisherdwarves in the first immigration wave and didn't notice until they all died (didn't help that the wagon was still there, so that's where they congregated). Ended up with 2 named carp and 1 named longnose gar.
It does make adventurer mode harder, though, as wolves, horses, cows, and hoary marmots all go up one size. Mountain goats increase by 2 sizes. And I'm just about always a kobold adventurer.
If no one wants to try it, would it increase difficulty sufficiently to make the Arrkhals be hostile? You can't tell me you wouldn't crap your pants if a horde of 7 foot tall furry things with tentacles were attacking your house. I could also remove the tentacles and rename 'em to Sergals, for a theme game. My kobolds are already modded into cutebolds.