@picklepikkl I have some ideas for Dwarf Antiquarian books.
The Empire of Man - Because we're from there and occasionally do stuff there that requires these books, like that EIC company culture roll.
The Karaz Ankor - Because we live here and we're part of the third highest rank in dwarf society.
The Ten Kingdoms of Ulthuan - Elfcation.
The Druchii - Elfcation.
Trade - Probably not possible due to guild secrets, but if it is possible, it'd help Mathilde deal with the peat situation. Less immediately, it'd help Karak Eight Peaks be a major trade place and may be relevant to Mathilde's status as an EIC shareholder.
Arthropods - To write the book on the We as well as to help people in K8P interact with them. I don't believe there's any guild of spider people so I think this is valid.
Daemons - Honestly, the value of this is probably gone given how far into the AV research we already are, but just in case it's useful I'm putting it in here. I believe the dwarves have enough knowledge on daemons to have Antiquarian on them by the fact that they managed to make a Rune of Daemon Slaying.
Greenskins - They'd definitely have Antiquarian on this, it's not protected by guild secrets, and there's lots of orks around the karak.
Fungi - Pretty much only if you want to help Panoramia with the waaaghsoak mushrooms.
Undead - They've fought them a lot, though probably irrelevant to us.
Vampires - They've fought them a lot, and we do have those vampire skulls we haven't studied yet.
Waystones and Henges - This'd be bringing it up to Esoteric, but I doubt it'd be useful. Waystones are peak High Elven and Golden Age Dwarven works; this stuff is almost certainly beyond Mathilde.
Linguistics - This'd bring it up to Esoteric and has a higher chance of being useful. Good for learning a bunch of languages we're interested in.
Aethyr - If they have it, we should get it. We want to max out our bonuses before we tackle the brass orb.