If this is moot, then all the pump and liquid exploits can't be counted upon, either...
Rivers and underground lakes remain, however. You're left with logistics of pump stacks, or logistics of rollers (or FPS forbid, dwarves.) Not sure if magma pistons will remain or not, given a cave-in rewrite is due.
However, pump stacks are going to be impractical if you don't have access to tremendous numbers of waterwheels exploiting DF's lack of Conservation of Energy. Rollers individually aren't a major power hog, but if you rely upon them in numbers, it's just as bad as a pump stack.
Not true. I've had wooden wheelbarrows disintegrate while carrying magma carts sufficient distances. I can't imagine what the bare-handed dwarves are suffering through.
I don't remember that from my playthrough, but it's possible there was an update, or that my dwarves were using wheelbarrows, since it's been a year or two since I last tried...
This doesn't explain an increase in velocity.
It's on a "down ramp". Again, the problem is that the game can't look at where a cart has been to make logical sense out of the path it is traveling. If a cart is on a tile with tracks and a ramp that "points downwards" in a certain direction (that is, there is a ramp on the tile, and at least two directions the tracks travel on the tile, such as "North-South", and all but exactly one points to a wall, then the game recognizes it as a ramp that points in the direction that doesn't have a wall), then velocity is added in the direction of the "downward slope". The game doesn't check for how a cart enters or where it came from, if a cart is on a tile with a track, and passes onto a tile with a track, it counts as being along contiguous rails, even if you're traveling east on strictly North-South tracks.
To use the "straight track" example:
z+0 z+1 z+2 z+3
░░░░░ ░░░░░ ░░░░░ ░░░░░
░░░░░ ░══░░ ░▼▼║░ ░░░▼░
░║░░░ ░▼░░░ ░░░║░ ░░░▼░
░║▼▼░ ░▼░░░ ░░░░░ ░░══░
░░░░░ ░░░░░ ░░░░░ ░░░░░
░ : Wall
║,═ : Track/Ramp
▼ : Down Ramp (empty space)
Let's say the cart starts from a stop at the bottom left of the z+0 floor. It's on a ramp that "slopes north", and generates northward velocity. Until it leaves the tile, it builds momentum, and from a stop, can generate a pretty decent amount of velocity. When it enters the next tile, the middle-left of the Z+0 floor, it's on a "slopes south" ramp, and without the checkpoint bug, would lose momentum as it traveled (but still have just enough momentum to get over the hump). The game does have the checkpoint bug, however, so this tile is actually almost entirely skipped, because of the change in direction of the ramps it is on, which means no momentum is lost. Either way, this "impulse ramp" design would work, however. (Even if "impulse ramps" were "fixed" and needed "real" ramps, this design would still work, since there's no situation where the cart would go south on the "slopes north" ramp on the Z+0 floor. You just need to dig out the wall for the ramp to lead to a dead end.) Because of how carts travel, the cart is rolling "downhill" half the time, generating momentum to go uphill... but the "downhill" is always on the same z-level, while the uphill actually goes up a z-level.
After making it up the ramp, the cart would be on the top-left of Z+1. The northward momentum it has will make it crash into the northern wall, but that's irrelevant. Because it's on a tile that "slopes east", it starts building up eastward momentum from having a zeroed momentum, and carries on from there.
The transition from a north-south to a east-west set of tracks is something the game isn't really capable of understanding. As some of the testers have pointed out, the only time track direction matters is for ramps, curves, and guiding
dwarves. Carts ignore anything about tracks except for curves, ramps with "slopes", and the existence of a track at all.
Well, it currently can be pressurized using pumps, for whatever reason.
It isn't really "pressurized" by the pumps, the pumps simply push magma out of their way to add new magma in. (On a game code level, pumps will add fluid to their target tile, but if it is full, search for the next nearby tile to add their liquid into, so long as it's part of a contiguous channel on the same floor.) Magma pushed like this only fills its own Z-level, and never follows the rules for emulating hydrostatic pressure that water, which involves pushing water "upwards" when a body of water is detected as being higher than a place the water can flow into. (Whose code functionally teleports water from the highest Z-level with water into the area found with a void.)