Being cursed by vengeful gods every time a temple gets messed with (always) sounds a little gamey to me. Will we ever have options for worldgen to tone down direct divine influence like that?
I'm not sure "gamey" is a good description; it is usually used to imply that something is done because the needs of engine or game mechanics override the way things "should" be based on the setting. That's not really the case here.
Some religious, mythological and fantasy settings have deities that pay very personal attention to their followers (and followers of their rivals), and some do not. Some settings have deities that are extreme sticklers for compliance to a long list of fiddly rules, and others have more laid-back cosmic forces who simply expect support for their sphere of interest. In some settings the god or gods are vast, terrifying cosmic forces beyond mortal comprehension, and in others the gods are the genius loci or numinous spirits of individual springs and crossroads. And in some settings, you can have *all* of these sorts of things, depending on the individual god in question.
DF eventually needs to handle all of these options, and hopefully generate others we've not even thought of yet. This means that ideas and code for "interventionist" deities need to be developed, debugged, and play-tested; it's almost always easier and less problematic to turn down that sort of thing later than to turn it up and find that things break.
It is likely that in future versions there will be some world generation settings to adjust various procedurally-generated parameters of the cosmos based on personal preference: prevalence of magic, involvement level of the gods, and so on. Presumably, if you prefer a setting with distant and less involved gods, you'd not use presets designed to generate, say, something along the lines of Greek myth; where merely boasting that you are a Legendary +5 Weaver gets you
turned into a new sort of hideous monster by a jealous goddess.