Actually, I consider you to be the one making far too many assumptions, it is an assumption to make plans upon anything you haven't seen yet. There aren't any attribute caps right now (they can be gained well beyond the 5 levels they appear on the game screen right now, and who knows how high they can ultimately go before they hit some kind of data-type limitation or cause an overflow bug).
I know. My point was that attribute caps/growth are
changing; right now, there aren't any caps and dwarves are all more-or-less identical, whereas in the next version there's a sense of maximum potential that varies between individuals. It was an example of how systems like this can, do, and will change drastically.
To plan upon something you haven't really seen, and hasn't been thoroughly tested yet is, as they say, counting your chickens before they hatch.
The problem is that a
lot of serious suggestions require other suggestions or features to be implemented. If features A, B, and C are all mutually dependent, that doesn't mean we shouldn't be able to say we want any particular one of them; it just means you have to discuss the rest as well. It's similar to comments about the interface above: You have to know what people want in order to know what the interface
should be. If you have mutually-dependent features A, B, and C, you need to know what's expected of each of them before you try to figure out how they'd work together.
However, you're right, we should be talking about what people will want to play, which is why I've been saying this whole time that people really aren't going to want to play with worrying about if dwarves are micro-specialized in certain things or not. They're going to want to simply look and see if they have a good carpenter or not, and if they are working on making the things they need at the moment. I don't see this sub-skill system adding anything that people really will use.
Speak for yourself, please. This is a game where creature personalities and relationships are fairly detailed and will continue to get more detailed. What makes you think Toady would want to implement hair and iris color yet not want to implement more significant details like skill specialization? It's perfectly fitting with the development of the game, and judging by the posts in this thread, there
are people who would like to see it.
As an example, I just shake my head at the notion that the new version had raws for things like eye pupil size added in, just to add to a description, even though it has no forseeable effect on any sane player's gameplay. (It also has disturbing equivalencies to FATAL's system of making you roll for head circumference.) Where is the gameplay value of a system like this? If it adds no value, why is it there?
Aesthetic details like that, even when they don't impact gameplay mechanically, still help to individualize creatures and endear them to the player. This will matter more, if anything, when creature randomization comes into play more, and hell, look at the descriptions/raws given for some of the sample randomized creatures in the
next version. If you read a fantasy novel or watch a movie, things get visually described for a reason. It helps with the experience, as a whole, to associate visual descriptions/features with an entity, even if those features don't directly impact what that entity does/can do. Otherwise, you might as well argue that saying a person has red hair shouldn't be done in novels, because after all, that's irrelevant.
Of course, in real life, people sometimes
do care about the physical traits of others, which is another reason why they're being implemented; it can have social ramifications even when it doesn't have obvious physical or mental ones.
Which is why I come back to the same thing I keep saying: this is either going to be extra data I'm not going to care about, or you're going to do something that will FORCE me to care about it, in which case it will, by necessity of the way this is set up, be nothing but annoying micromanagement that makes understanding large fortresses even less wieldy than it already is.
Nobody's asking you to care about the exact same things as everyone else. The game isn't made just for you. If you don't care about it, that's great, that's your prerogative, but it's perfectly in line with the game's design principles and with what has endeared people to the game in the past (and present).
Of course, I don't think anybody's saying you should be
forced to care about it, either. Your carpenter being a little better at making certain items than others isn't something that's going to make or break your gameplay. It's just an added bonus for people who don't want dwarves to be faceless and nameless.
Again, if you look at anything Toady says about any of this, it's obvious that it's intended for the game to represent highly individualized creatures with meaningful goals and relationships, with impact across all game modes. This is much, much harder to do in a way that people easily care about if they're not physically, mentally, or socially distinguishable from each other, and right now, they barely are at all.