Alright, time for some basic questions and such about .lua scripting as I'm tired of digging through a bunch of sources and trying to reinvent the wheel.
The core functionality I'm looking for is the ability to modify the skill levels of certain dwarves, and while there are a bunch of examples in the last twenty odd pages that do just that (Most based off of vjek's), they all only utilize two methods for selecting who'll be modified: All dwarves (Useless to me) and the currently selected dwarf (Impractical as I'll be modifying 18-90 dwarves for each trial and likely doing over two dozen trials per world, although only one world is planned at the moment). They also all don't currently include more nuanced modifications, but that would be straightforward to modify.
My first thought regarding the selection process revolves around giving all dwarves a numeric nickname and adjusting the skills of all dwarves with nicknames divisible by x (n = n + x), but I've no idea about both where to start implementing that on the scripting side and if it's even possible to do so. Alternatively, I might be able to do the same with something a bit more hard coded, but that'd likely require a bunch of filters for dead units and the like as well as not necessarily leaving me with 1/x of the dwarves modified.
Once the selection process is tackled, the scripting necessary to allow the user a finer degree of control over the skill levels should be straightforward (Define a bunch of local variables that require user input and call it a day). Hell, I could just modify the script directly/hard code the values it changes the skill level to for each trial.
I might also need to zero out all dwarves with preexisting military skills, but if the nickname method works, I can simply not give them a nickname and exclude them from the sample that way. There are also a number of preexisting scripts for this and, unlike the portion where I increase skills, this is something that will only be done on a per-world basis and so there'll be a lot less effort involved if I have to brute force it.
Outside of that, the only other scripts I'm looking at are the one that triggers a migrant wave (I'm assuming it bypasses the liaison check/set pop cap, so correct me if I'm wrong) and the object creation one (Uniform gear quality. Less variables the better), both of which I'd be able to wrap my head around easily on my own. With both of those setup, I'd be able to get a new world ready for trials in <30min. But that still leaves me needing to figure out how to get the skill modification script setup...