I don't see anything hostile going on this thread. Its just a discussion about the merits of focused development vs more unfocused development.
I'm a big fan of focusing on the practical, and I freely admit that. I also subscribe to the 80/20 rule. Getting it 80% done takes only 20% of the work. The remaining 20% takes an additional 80% of the work.
In other words, this:
http://en.wikipedia.org/wiki/Pareto_principle#In_softwareThat also works out for simulating things. "Close enough" may be better than 100% accurate. A "close enough" system makes a lot of abstractions behind the scenes, but the results are about 80% accurate for only around 20% of the work.
While the math probably doesn't quite work out this way, you could get 1 thing done 100% accurately. Or, using the same amount of time and effort, you could get 5 things done 80% accurately. If you're building a simulation to land a rover on another planet, you had better be sure everything is 100%. But this is a game. Games always make allowances for gameplay as well as system resources. A game does not need to be 100% accurate with all things at all times.
Fully accurate weather and temperature, as well as pathing are massive resource hogs. I do not claim to know how DF does these, nor do I have a proposed fix for it, but surely there must be some way to approximate it rather than simulating it to such a high degree, which would get about the same result, but would use up only a fraction of the system resources.
I think this principle could be applied to things such as temperature in game, or other worldgen factors. It would not be a pure simulation then, but it would allow him to get a lot more done rather than focusing with laser like precision on things that might not make much impact at all. For example, trade in worldgen. While it sure does look pretty when you export maps in legends mode, I really have not noticed any impact in gameplay.
Also I freely admit I really don't like adventure mode that much. Its a roguelike, but with roguelikes there are a great number of options. Diablo clones are just Rogue with a pretty UI wrapped around it. Torchlight 2 is coming out in a few weeks for anyone who wants a roguelike.
Adventure mode is not what makes DF unique, nor does it seem to be the major draw. Its fortress mode, as implied by the very name of the game itself. Fortress mode is an absolute jewel. Its brilliant and unique, and so it should be cherished, treasured, and lavished with all of the focus to make it even more awesome than it already is.
TLDR;
In short, I think Tarn should focus more on "player facing" things in the game. These are things the player interacts with and actually notices. While the background stuff does make worldgen very rich, for the most part the player will never interact with this, so all of that time and effort spent is on things players may not even be aware of.