Here's another plan:
[] Plan Metal and Sharp stuff
-[] [Simple] Runic Warmachines: The Engineer's guild has come to you with a request to improve the hold's warmachines with the power of Runes. Their losses at the Battle at the Dragon's Maw is a stinging blow that shames them. Not that any dwarf blames the engineers or claims they didn't do their part, not much can be done when a bunch of daemons spawn on top of your position and destroy your artillery after all, but the event has lit a fire under their collective arses. The previous decade was spent cranking out bolt and grudge throwers by the dozen and what better way to make even deadlier machines than with runes? Well it's sound logic, runes always make things better. [Cost: (2-1) =1 actions] Productivity Like No Other will proc.
--[] One action
-[] [Simple] Defence. In. Depth Pt2: Now that work is done on the outer walls of the Karak, the hold can now focus its efforts on turning the massive clearing into a deathtrap worthy of song and saga! Piping needs to be laid, reservoirs dug, tunnels excavated, stores for food and ammunition packed full for the far flung barracks and watchtowers. Acres of land, mountain passes to be scouted, blocked off or rerouted if need be. It will be a task that will take decades of labour and hardy dwarfen determination. And all of that construction, every last building, artillery piece and tunnel. Needs. Runes. [Cost: (3-1) =2 actions] Productivity Like No Other Will proc.
—[] Two actions
-[X] Teach your apprentices. [Cost: 1 Action] Locked in for 5 turns.
-[] [Simple] Apprentice work: your not that young, but still young, charges are now of an age you feel it acceptable for them to do a bit of exploration. Send your apprentices out into the hold and pick up a few tasks from whoever offers it to them. Give them a bit of experience for their upcoming trials as journeymen and let them build a reputation in the hold. You'll, of course, critique their work and use it as a learning experience as any good master ought to. [Cost: variable apprentice actions] Roll for usefulness. 1 Roll per apprentice action.
--[] Two apprentice actions
-[] The Rune Metal Pt. 3: The Gromril isn't pure, well metaphysically. You need to first devise a Rune or Runic array necessary to draw out the magical impurity from the Gromril itself before you can even begin to tackle the actual physical makeup of such a procedure. You're lucky there's a large body of Runework dedicated to removing or stopping magic cold in its unstable tracks, otherwise this would have taken far longer. Your gut tells you nevertheless, that nothing short of a Master Rune will cut it.[Cost: (12 -1) =11 Actions] Student of the Odd and Mind of Metal will proc.
--[] One action
This will get even more done, but it will also neatly set us up to finish the Rune Metal Pt.3 in two more turns with three actions (5 in practice) each time.
If we're lucky, be might be able to apply what we learn to the runecraft on Girdle next turn.