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I can definitely add the conditions for deaf/blind pawns though.
The second suggestion is… dreams! Akin to the sims, you know. Probably the easiest way is to make lifetime dream – some kind of achievement or mini-goal that gives permanent bonus. A bit harder thing we can imagine is dynamic dreams according to the pawn traits and current condition.
I don't know if it helps, but that would be deep.
Have you had any thoughts of getting animals in on the act? Perhaps some small mods to relations between colony owned animals and such? Making herbivores naturally skittish around predators by default, but allowing them to become accustomed to each other, or making bonding less of a RNG thing and actually socializing/interacting with assigned pets to form bonds and the like...? Potentially having alpacas or muffalos become aggressive for a moment if someone with low skill is trying to harvest their resources? I can see a good bruise from a muffalo kick. Better handlers have less chances of getting hurt, etc. Is a thought, anyways. Not many modders have really done anything with animal behavior.
The mod has made storytelling for colonists feel so natural, it has even gone well beyond Dwarf Fortress at this point (save for the children which we probably will never see due to the ingame short timeline most colonies last), but interactions with/between animals in vanilla just seem so... simple in comparison. ;)
I think that might be better suited in the Bug Report section... Does it only happen when you treat the kids with Chemical Interest, or does that happen to everyone? Definitely sounds a bit OP (And probably not intentional behavior).
Also! If it is only happening to kids, it's most likely just a mod incompatibility, in which case... You might just have to take the free XP. Fixing issues between mods is hard and time consuming. Maybe bring it up with the author of the children and pregnancy mod?