Just throwing suggestions out there, Maybe when you mine, the square will automaticaly be filled with four (or X) Items. Items have the chance to be Ore, Boulder, or rubble. Any squares with more than 1 of these rubble blocks in it will be impassible, or slow down activities such as walking, hauling, and mining, or maybe it makes hauling/building on it impossible.
Ores and boulders act exactly as they do now.
If you were to dig certain structures out of the ground like stairs, it would produce different amounts of products, as stairs in an unmined area would only produce either one or 2 products, And all products would tend to slide down the stairs, like water.
Rubble will have its own stockpiles to the stockpile, like refuse. Heres where it gets fun, Rubble can then be used to make ground because any rubble not stacked on its original site to an amount of 4 (or X) Becomes Actual ground again with some differences.
- Its much easier to redig, atleast for a while.
- The stockpiles for rubble can actualy span z levels so dwarves can, without micromanagement, move it to predesignated areas.
- Or of course be shot off screen with a catapult.
- Any objects on the same tile as rubble when it reforms to ground gets either buried or shoved to an empty space and can be regained by digging. Or can simply be destroyed, but it would be interesting to gain "artifacts" from an ancient civilization in this manner.
- It creates ramps on all sides of it, like real dirt does when it is heaped into piles.
- A side note is i believe it would have to behave some what like water by cascading to create the ramps and instead of just stacking straight up into piles of 4 (or X) the third (or topmost) pile would slide off to a neigboring piece of ground that had zero or only one piece rubble on it.
- Rubble works like a slope if its only 2-3 rubbles high.
To me this is both realistic, has little to no micromanagement... atleast in theory, and adds to the flavor of the game while possibly, if the cons were added to it, make mining your fortress a little more daunting than "Lets Designate Here" Bonus is that it allows you to replace ground!
This is a rough idea obviously but still I think its a good way of solving the problem.
On top of this i would'nt be against minor miner snags to challenge the players more, like Your miners have run into a crevace, wich ranges on z levels and width of empty space in the ground. At worst it makes you have to build a bridge accros it, at best you mined into it at the bottom and you wanted that space cleared anyway.