I like the minesweeper mining thing, but the hazards should be something you can deal with. If you couldn't dig out the fortress you want because there's a patch of unstable rock where you want your dining room, it would be realistic but very frustrating, especially to the sandbox types. One solution I would like is for multi z rooms with arched ceilings to be much more stable that wide rooms with flat ceilings. Supports or some other way to shore up the ceiling would be nice.
It doesn't have to be something that forever halts expansion. It could be something manageable, but only if you handle it carefully, and know it is there. Sort of like the old underground rivers in 40d or aquifers, where digging up might start flooding the whole fortress if you didn't know that aquifer was there.
Pressurized magma or a gas pocket could be something you could tap and extract if you are careful and set up some manner of control system. I actually suggested a while ago a special kind of designation for building a support into a wall as you mined it. This would let you "mine out" a tile and replace it with a support/wall type of tile that could be hooked to a lever and released from a safe distance (unlike the way that we currently have to engrave a fortification into a magma pipe or sacrifice a miner to the HFS). This would go a way to helping deal with explosive surprises.
It's, again, just something that we can discuss how we would like the game in an optimal state since we have the luxury of tremendous amounts of time waiting for Toady to catch up to all the thing planned for the game already.
I agree with your first point there, as well as the other things like sudden problems that I'd have to react to. Rubble as well is something that would become automated. In my opinion though, it's the other "realism" things mentioned in this thread like having to have gas lanterns with huge plumbing systems to have a functioning fortress. For one, it means that when I want to make a new dining room for example, I have to make sure there's a large space around it for plumbing space, then create the mechanics to regulate the flow etc, when really at a late game point I'd rather have things like that closer to automatic.
As well with that gas thing, is that having just gas seems somewhat arbitrary, why should it be the only solution to the problem? Why couldn't I have simple wood-burning fires to light up areas, or plant small plots of a light-emitting fungus? It's like the opposite of overlooking problems to make the game easier; it's overlooking possible solutions to make the game harder.
You could also hand-fill your lanterns with oil made from vegetables, like the rock nut oil you get currently, and which Toady wanted to make as part of the lighting arc.
I didn't mean to present that as the
only solution. Just the most planning-intensive but labor-saving solution to the problem. You could farm your light, you could make a complex gas pumping logistical challenge the solution to light, you could just have your oil presses working and have lamp-filler dwarves make some rounds to keep the lanterns filled, or you could import your light, or maybe some advanced alchemy can give you ever-glowing (or at least nearly so) crystals at some exorbitant cost.
I was simply expressing that as part of a point in that we could have very complex interconnected logistics systems, and where each interconnected layer adds complexity to the other, as you have to plan each system while respecting the space the others will also need.
A little off-topic, but I actually think the people who like to observe are more in line with the simulationists - the ones who want to feel that they are seeing a real world working in front of their eyes. Maybe an observer is looking for more of a storytelling role in the game than the strict realism seeker, and there are some distinctions there, but there's some degree of overlap in what it is they want out of the game.
On a rubble related note, why does the idea of allowing rubble to be compacted seem so looked down upon? Something like a compactor that was essentially a screw press for rubble and turned a certain amount into a block wouldn't be too bad. It would create basic building materials that can be reasonably stored, providing a solution to overground waste by opening up a new industrial process.
I don't think compacting is a terrible idea in and of itself, if it isn't an easy solution to completely getting rid of limitless amounts of gravel/rubble. I just don't want rubble to be capable of being vaporized very easily, or it completely loses the point it had in existing.
However, I don't think gravel can be compacted very easily, at least, without massive heavy grinder machines that seem technologically anachronistic.