It's not so much that the current interactions are kludgy/placeholders per se. It's more that the range of randomized possibilities is hard to express in a raws-like syntax, even though the final outputs of the process are raws-like. Stuff like:
- what weaknesses a vampire has
- what creature is used for a were-curse
- what body parts, special abilities and description modifiers are applied to a forgotten beast
That only means it's "not a placeholder" if Toady isn't intending to actually go back and make those work with the raws eventually. As long as Toady does still intend to go back, it's a stopgap measure.
... The way in which you say that makes me wonder, however,
Toady, do you still intend to make interactions like vampirism or vampire weaknesses completely moddable at some point? Or will things like Forgotten Beasts and general night creatures forever be hardcoded? Is it a problem of not figuring out how to make procedurals play nice with raws, or something you want to keep?
made ramp name indicate unusability
Eh? What makes a ramp unusable, apart from another critter on it?
Not having a wall to climb up to makes it unusable. In adventure mode, I sometimes see a line of ramps leading nowhere, especially around things like market stalls, where it looks like the land was leveled to make a wide, open area for the market, and the ramps were left behind.
There are also things like grates being on top of ramps that prevent travel through ramps to higher elevations.