People, like myself, who build forts using stairways the same way a hotel does would have a problem. For instance, instead of heading to the bathroom in my suite, I'd walk down the hall, up the stairs and use the bathroom directly above me.
Building an a$$ load of stairs to accomidate the problem is basically saying dwarves can fly, and rocks float. The shortest distance is a strait line and that rooms should a radius 3 sphere.
Or you're suggesting not doing any normal mining [d][d] but instead, make everything stairs [d], such that our corridors extend to all edges of the map, up, down, left, and right. That way no matter where our dwarves go, they will have a direct line strait to it.Now, if we did something that made sense, such as not allowing a dwarf to move from one stair tile to another, unless by changing z-levels (think about it, if there's a stair well that has two flights in it, you can't cross from one to the other) then it wouldn't be feasible, or even make sense to build stairs everywhere.
Also note that "item distance" to the z-level directly above (same x,y) is 0, not 1. Two z-levels is also 0, as is 3, 4, 5, and 6 (try digging out a room several levels below your trade depot and shunting some stuff there). "Help! My dwarves run all the way to the west to grab a stone even though they went right past several one square to the north!"
Anthing that increases the pathing distance to a different z-level is fine by me. Hell, even if it's "I need a rock, rock, rock, all the way over there...oh look, I'm standing on one, I'll use this one."