I listened to the dwarf talk 8 recently, and the whole time only one thing popped in my head. I'm on nightquil right now so my evil plot of dragging you along on it won't work so I'll just come out and say it.
Weponization.
Every thing he said the whole time, the only thing that popped in my head is "How do I use this to kill things"
This is why I am in favor of a realistic model of cave-ins. Yes, it'll be hard to figure it out, but we already have tools that allow automated constructions. Plans of things that won't cave in. Guides and such. We might have problems of copying the filthy defiling Ziółkowski's plan using a mace instead of an arm, but people will figure it out eventually. A beginner fort usually begins pretty simply. Losing dwarves in learning is part of the process. I still remember the first dwarf I lost. It was in channeling out a brook so that it couldn't be crossed in the summer. I only had 2 picks, and both miners were lost. Pretty devastating blow. My next fort didn't have that problem, but my people starved to death. The one after that had some crude farms, but the production was designed so badly that I couldn't get things together.
Right now, my current "fort disaster" consisted of using hammerdwarves as my starting military in an area that goblins really, really hated me.
It's all part of the learning curve, but every disaster I have had has helped me learn a important application of weaponization of the techniques in dwarf fortress. My current project is a giant outdoor washing machine to drain demonic-infected blood away from my fort. I already plan to "weaponize" this. Realistic cave-ins are things that should be weaponized. Isn't that why pillars can be attached to levers (or used to be able to? Haven't tried lately)
So let's get the complex system in. Newbies will make simple stuff that will fall apart if it gets too complex, teaching them by experience as things fall apart, and learning to weaponize it as we weaponize anything else.