With map tile boundaries about to fall, can we expect similar limitations/hard-coding to disappear as well?
Do you expect, or did you already think about problems, roadblockers and obstacles regarding these? In other words, are there limitations where you think "it's just a matter of writing the code", and others where you just don't see a way to lift a restriction without major problematic implications and consequences?
I'm thinking about things like not being able to build/designate most things on the outermost tiles of your site, changing the dimensions of a site after defining it (for example increasing size on reclaiming; or decreasing size, "splitting" the site in two), overlapping sites, and similar restrictions.
This can probably be answered by anyone with a better overview of the way DF currently works (because I think technically, you can do these things already), but I'll green it, just in case.
In the past, you could connect an isolated site (for example, embarking on a remote continent) by concatenating "dummy sites" on locations you can normally not embark on with 3rd party tools: embark, abandon immediately, just so the game thinks this is a reachable site. If you'd do that all the way to your isolated site, you would then get migrants, caravans and so on.
IIRC, this behavior changed when actors started to physically move on the world map.
When adventure mode crafting/constructing/digging will be expanded, we could already theoretically build a bridge over an otherwise unpassable border (a small ocean for example). You could also do the opposite, and build a very long wall, creating a barrier. Does the game recognize these site changes already in terms of where actors are allowed to move? If so, all of them, and on all abstraction layers? Or are only some limited by player-made barriers? Can you for example pass an impassable wall by quick traveling over it?