Dude, it's a work of art and nobody owes you anything besides the promised crayon drawing/story; yes they absolutely can ignore suggestions outright. People will still donate for the sheer fascination of the work's depth and complexity even if you're personally displeased with it's direction.
I do not recall ever claiming that the devs are obligated to take suggestions seriously, in fact I was the one basically suggesting that the OPs suggestion should be basically ignored in the first place and a different, less anachronistic basis for the legal system drawn up.
I'm sorry? Are you implying that you send toady a check every month under a contract that stipulates that he program a game for you in exchange for monetary remuneration? No? Well then I guess you don't "pay for the devs". Bay12 isn't Bethesda where they need to keep selling in order to keep making games. You know what would happen if everyone stopped donating? Toady would get a job somewhere and he would keep making this game. DF has been in early alpha for nearly a decade. Toady is an artist and DF is his masterpiece, he's not going to radically change his vision because some random forumite thinks he's owed something for donating. For someone who claims to understand social and economic forces you really seem clueless to what drives the great toad.
I donate to the devs in order that they continue to develop the game, if the devs were to entirely forget about the game and do something else altogether the donations would stop coming, equally if a very long period of time were to pass with no sign of development the donations would likely reduce considerably. If Toady One were to get a regular job then the time taken on that job would take up most of his time and energy, meaning that the development of the game would slow to a crawl; the loss of momentum could quite possibly kill off the devs interest in developing the game altogether since the slowness of progress in something tends to kill off motivation to continue. Additionally having an active and engaging fan-base tends to be motivating, a lack of such a fan-base demotivating.
What drives the Great Toad then is very much our donations and Toady One and Threetoes tend to remind us of this monthly. So in the vision of the Great Toad, which you seem to think you know and speak for, our donations are very important. Talking about the subject of developer vision, you come across like you speak for the devs somehow and can thus imply that I am proposing a radical change to the devs vision which you alone understand perfectly.
Reality is complicated at every level, and DF is supposed to simulate a fantastical reality. What you call simple is already massively complex, and it's just going to get more complex as time goes on. Or rather, it's going to get more realistic. Without randomized values and government systems(maybe) every civ in a race would have the same laws, and remain stagnant for ever. However with such randomization it's entirely possible for radical agitators to go around convincing people of their ways of thinking, eventually sparking a civil war, and if they win, well then we have a leadership that has cause to enact laws that were contrary to the old order. Same goes for when a foreign civ conquers a site, new laws.
A fantastical reality is even worse than actual reality as far as complexity goes.
I know that it is going to get more complicated, this is why I want the devs to conjure up a legal system for the game based upon the presently implemented game society because the legal system is always more complex than the basic social/economic system that it is based upon, even more when we are talking about 'possible' legal arrangements rather than merely the legal arrangements that are. As the game's basic systems become more complex then the legal system needed to deal with those systems will get exponentially more complex. From the dev page I would conclude to some extent the devs understand this, since they are tying the start of the development of a more complex basic system (starting scenarios, the global economy, development of fortress mode economy etc.) to the development of a legal system.
It is not possible to change civ values at the moment, merely to (in adventure mode) convince individuals to adopt your values rather than that of their civilization, however even if you were to convince every single member of a civilization of a particular set of values, the values of the civilization itself would remain unchanged and new people born or generated would have those values rather than the values of the individuals. Radical agitators opposing the present order and civil wars over values are not presently a game mechanic, though the existence of individuals with divergent views from the civilization as a whole is one step in that direction; that means there is no sense in the devs working out fortress mode systems at odds with present dwarf civ values since there is no way that those values can ever change.
I feel I must correct myself, currently humans are the only one with randomized values. And for someone with apparent socialist leanings you seem to be forgetting about popular movements. Insurrections already happen, and it's entirely possible to play Karl Marx and go around changing people beliefs through debate and convincing people to revolt in adventure mode. One person can have a massive tranformative impact on society. Master Kong, Karl Marx, Martin Luther, Iulius Augustus Ceaser... The list goes on. It's not impossible for radicals to gain power and enforce their values through "tranformative laws" Just look at every Fascist or Communist regime ever.
It does not matter whether values are randomized or not, the only difference between dwarves with non-randomized values and humans with randomized values and humans with randomised ones is that in Yr0 the dwarf civilizations all get the same values while human civilizations get different values. Neither races civilizations can ever budge one point from their starting positions, however long the history of the game lasts and whatever the player does, because the mechanics for doing this are not presently implemented. This means that there is no sense in the devs initially implementing in fortress mode the mechanics for the full range of possible social and legal systems that would correspond to the varying values, since only dwarves are playable, dwarf civilizations all have identical values and there is no way for any civ's values to change.
In any case it is never possible for a single individual who merely happens to personally disagree with the dominant values to successfully legislate according to those values at a civilization or even site level and actually transform anything at all. This is because an individual whose powerbase is made up entirely of people of the regular values will either overthrow him or more likely simply give lip service to the characters decrees while quietly ignoring them in practice. This means that there is presently no way for laws contrary to the civilizations 'eternal values' to ever function even though there are a few individuals who dissent from those values that might accidentally end up in a powerful position, the 'eternal values' will always bury anything they might legislate according to their own personal values.
The real question is how to model the process of civilizational change, even in societies that do not have any books or scholars. We should probably have some kind of faction mechanic, by which a historical character who happens to disagree, preferably strongly with the civilizations values but is part of will then recruit some more characters that also object to the same value to form a new civilization level sub-entity dedicated to changing the society's values in that direction. We combine this with a mechanic that allows individuals to persuade other individuals to adopt their values (does not presently exist in worldgen) then the faction can grow to an unpredictable extent depending on the people it happens to have recruited. If the faction gets large enough then an opposing faction to the first faction is created, which recruits people who agree with the status quo and those who think things
"do not go far enough". Then we have to model a series of conflicts whether violent or peaceful between the two factions allowing one of the factions to emerge victorious. Both factions have a leader, initially the founder but they will be replaced from the ranks of the faction members if the founder dies or whatever. The new civilization value on the given subject are simply the values of the victorious faction uploaded onto the civilization level, that means that it is possible for the 'conservative' side to change things as well if they win, provided their leader is of the
"things do not go far enough".