personally, im not really interested in the graphics support stuff (i will always play in ascii), with one exception: multi-z-level view.
i think this one thing would make multi-tile entities much more enjoyable (trees, creatures, vehicles, ...).
I think even ASCII-like tilesets could benefit from "Full Graphics Support". In fact, if you think about how you would actually display lower elevations when you limit yourself to CP437, you're running into trouble pretty fast even if you'd add partial transparency. You still only have punctuation for floors, and between a 9 pixel period at 100% opacity and a 11 pixel comma at 70% opacity, there isn't much difference.
I experimented with some mockups a while back, and using decreasing opacity or overlaying with another color (blue, like in the mayday mockup, or grey or whatever) only really works well with solid ground like Phoebus/Ironhand/Mayday or Jolly Bastion and my own tileset use (though the current version of CLA with variable ground tiles having various shades already struggles with one layer in some situations).
An alternative would be to use the tiles #176-178 for decreasing elevation, but if you do limit yourself to CP 437 this leaves you with only 3 extra layers, 6 if you'd include brightness 1 and 0 for each (though I think at that point it becomes too difficult to distinguish). Or you use numbers from 1-9 to denote lower elevations, but I don't think this would look good.
My point is, it might be enough to use only CP437, but it would definitely be a limiting factor.
I wouldn't consider "Full Graphics Support" to mean "useful only for the most elaborate and diverse graphic sets", but rather "removing hardcoded limits".
With FGS realized, I would still use symbols from CP437 for most cases. It's just really important for the small subset of cases where the current implementation is
very limiting (for example, bins, the cursor, up/down-stairs and creature status effects all using 'X').
This might be a bit too far away from "current development" and it might be a bit suggest-y, but it's sort of related:
Will we see the grid that limits embark zones (one tile in the middle map on the embark screen I mean) be removed at some point? That is, will we be able to embark in between/on two "embark grids"? And will the grid (of any resolution) be less apparent in the world?EDIT: forgot some questions
Considering the multitile tree rewrite and that we've had new grass for a while now, will we see changes to shrubs or bushes in future versions as well? As in, will some of them cover multiple tiles or change in other ways?
Have any changes been made to worldgen regarding deforesting? I'm thinking of Humans deforesting in the surrounding areas to build their towns and make space for their fields.
Will we be able to use graphic sheets for plants like we can with creatures at some point?EDIT2:removed question that has already been answered. Thanks Trif.