Hey everyone, new boy here, but I'd like to chip in too.
First I'd like to thank Meph for this great mod, I only played one fort in MWDF, but I enjoy it very much.
Personally I find the castes make MWDF too easy, esp. the military castes, and I disable them. DF rewards specialization and the castes just further specialize dwarves right from the start, essentially giving your military free super-dwarves with each migration wave. The bonuses are just too good IMHO. I also found myself fiddling too often in DT, trying to fit the caste to the job, and just didn't enjoy it. Mostly just personal preference; but Meph please consider tuning down the military caste bonuses if you feel you need to tune invader difficulty.
I agree with this line of thinking, advanced materials and features are too easy to get right now, and they need to be somewhat nerfed to make the mod harder. The only enemies I have a problem with are corrupter wizards, with their area effect breath attack they can lucky-one-shot a whole legendary mele squad. Breath attack/webbing FBs also pose a risk, but nothing else I encountered gave me any problem. You don't even need a danger room in MasterWork, training works as it should be. (unlike in vanilla
)
So what I have in mind is a kind of tech-tree progression system with the new guild houses. Most of the new MW workshops should be unavaliable until the guild house of that profession is built. You won't be able to smelt mithrill/wolfram/etc. until you have the appropriate guild housed in you fort. To build a guild you should have at least one lvl10-12 dwarf (or even a legendary?) of that profession in your ranks too. When building the guildhouse you get one blank blueprint that you can use to build any one of the advanced workshops, the others workshop blueprints could be purchased from (dwarf) caravans, or researched...in the architects guild for example.
To slow down progress further the wealth/status of your fortress could also be a factor. Like only the mayor/baron/queen can give you a licence to build guilds, no guilds until you have at least a mayor, and only like 25% of them after. When you get upgarded to barony you can build 60% of the guilds, and all guilds will be avaliable when the king/queen arrives. Of course you can choose which ones you want to build, but their number should be limited.
IMHO 15 guild houses are a bit overkill, I'd say the ideal number of guilds is 6-10, so a mayor can mandate 3 guilds, with a baron you get 6.
Furthermore: When you build a guild the highest ranking dworf in that guild gets noble status and will drive you crazy with mandates - like all nobles do. Imagine this with 10 guilds/10 extra nobles - you get my point.
The library system could/should be rolled into the guild system as well, so they can be built as an attachment to the guild houses to give the essay reactions. I'm not sure where the scriptorium fits in this way though...
One problem with this is that the advanced building are mostly metarworking/smithing related, so some work is needed to balance this, maybe new buildings into weaker guilds - the potter comes to mind. The other balance issue is the bifrost/volcanic/slade. I don't think they fit into the smiths guild, so a separate guild may be needed - they could be merged into either adamantine or runesmithing, or ... no idea...
I also have an extra building that can be implemented: the Tavern where you use booze and food to generate either coins or information from caravans. The information can even be a random blueprint, or some bonus succes % to your expeditions that you send out into the world. If possible to do, this building should generate (?unarmed?) fights between the caravan and your dwarfs - nothing like a good fight in a bar.
It can go into either the sociolizers guild or the foodmakers.
So yeah, that's my 2c. Let me know what you think of it Meph, if you found any usable idea in there. And once more thanks for your hard work with this mod.
f.