[This idea comes from an assumption that children might be limited in some ways, which could be totally wrong, and probably undesirable/unnecessary if kids can do all the environmental activities that adults can.]
A potentially fun and slightly useful feature might be a type of activity that is unique to children.
Any child, anywhere, could select a special “sketching” project from the manufacturing menu. Only children would see the sketch option in the build menu.
The sketch would not need to result in an actual object or note. The player could choose on their own to make some sort of sketch using the regular note creation system if they want something to show to others, yet that would be entirely unrelated mechanically to the “sketching” project.
The manufacturing menu would list the sketch projects options. Ex:
Sketch of a Battle Axe
Sketch of an Herb
Sketch of a Sapphire
Sketch of a Ranch
Each sketch option would be related to a skill. (battle axe related to melee skill, herb sketch related to alchemy, etc.) There would ideally be at least one sketch option for each skill.
A child spending time on their sketching project will 1) learn their starting skill if that is not known by default at char creation/birth, and 2) gain very slight improvement in that skill for each hour/tick/however-projects-are-calculated unit.
The skill improvement would need to of course be some balanced amount in comparison to what people gain in skill as adults, so that the kids don’t reach adulthood overpowered. But, since 1) the child doesn’t gain any material benefit like an adult would using the skill, and 2) since childhood is a relatively short time, overpowering would likely not be an issue.
The only unfair advantage/need for mitigation, would be that the child can sketch for skills not otherwise available at their location, whereas adults could only improve some skills if the environment allows. Ex: A location with nothing to mine would not allow an adult to improve mining, while a child could sketch things that affect his/her mining skill. Again, the short duration of childhood, lack of material results, and comparatively small skill gain would probably ensure there’s no major impact on economies from these skill boosts in childhood.
This all is based on my assumption that kids might have some coded limitations, and thus a way to give them a “kid thing” to do that has a mild usefulness.