Except, Silverionmox, that IS very complex, given the interface we work with. Without utilities like Dwarf Therapist, pretty much all you do is set someone to "carpenter", and leave them to build stuff from now until they die or you get tired of a fort.
The question always has to be not what makes the game more realistic or how complex it is, but what difference it will make to the player.
Tracking "box-making skill" seperately from "carpentry" doesn't make sense, unless you honestly want to make people consider having box-makers who work with any material, just so long as it makes boxes, and focusing on end-product related specialization instead of materials or process related specializations (which, as was pointed out, is actually absurdly unrealistic).
I could kind-of get behind an idea like the "Tricks of the Trade" one that was floating around, where dwarves get some kind of minor specialization that doesn't deal directly with training multiple sub-skills. You could still just set
This, however, I forsee working in one of two ways: Either you have a fairly small population. In very small populations, like your starting 7, you have plenty of job shifting. This kind of data flood is manageable then, since you don't have many dwarves to look over, and few things have experience, but it's irrelevant - you're going to tell dwarves to work on things because you need them done, regardless of how specialized they are in doing them.
In still small fortresses, you can have some specialization, so you can have dedicated carpenters or dedicated brewers or cooks or even a seperate armorsmith and weaponsmith, instead of just making one guy do "everything metal". This still doesn't help, though, because you're still making just one guy be the town's only carpenter or bonecarver or whatever. Specialization does nothing for you then, either, since it's still just one guy who now has to learn a whole mess of different skills. Maybe you have a couple guys on one thing, though, let's say you have multiple masons, since you need to get rid of stone. Does it really help you any to make block carving a seperate skill?
I could see construction building as a seperate labor from the one where you sit in the shop, since that actually DOES matter to a player (you might want your mason in the shop making doors instead of running out to construct every little wall). However, do you really want to sit there and look at whether you need to train up your
Then, there's the opposite end: A large fortress. Let's say you have 150 dwarves. Are you honestly suggesting you are going to tap "v", and look through 150 dwarves' stats on 30 different metrics to try to puzzle out which of 1000 different combined skills you are actually best suited to using with any one dwarf over any other dwarf?
Let's say you want to make a wooden door, when all you've been making are stone doors and wooden barrels. Are you really, seriously going to consider if this dwarf's masonry-related door making skill is more applicable to this one specific job than the carpenter's wood-working experience? Are you going to do this for every possible combination of jobs, amongst your several dozen workshops?
Or are you going to just go to your carpenter's workshop, and hit "Make Wood Door" like someone who would rather play the game than worry about whose experience levels are most specialized in one given skill than another, because there's simply no way you can micromanage that much data?
This is why I am opposed to anything but blanket skills or maybe blanket skills with little specialization perks- the objective should be to move towards dwarves that can be more autonomous. This kind of breaking down of skills intrinsically lends itself towards requiring micromanagement. If it doesn't call for micromanagement, and players don't have to worry about making sure dwarves get training on every possible combination of products, then it is likely to be something that has no real net effect on the player whatsoever, in which case it is just pointless bloat.
You're trying to sell me on how little complexity it would add to the game, but that's missing the point. It doesn't matter how little negative there is, because I'm not seeing any positive that would make me want to overlook the negatives.