You can change the level viewed in dwarf mode freely. In adventure mode, you can do it already with the look command (with <> ).
Yeah, right now when they embed themselves in the hillside, they place a wall on top of the roof wherever the cliff was. I don't have a tile that has a wooden base and a <soil> wall, so they just place a wooden wall. Each square is a main+floor combinations, which is why this issue arose. It wouldn't hurt to have a rock ceiling, but a 'sand' ceiling would be odd, and would cause problems once I get caveins back in. I haven't run a ramp space nuking routine on any of the maps yet, so there are some residual downslopes on all the maps. Yeah, colors for ramps are the soil/grass/etc type. You can make the ground uniform. That changes ,.'` into . and sandy tildes become uniformly double tildes.
I have no release date. I think rewalling will still make it in at this point. There's nothing on to-do about controlling the current version migrants. There are issues with the new migrant groups dropping by which is too disruptive right now. This doesn't impact current version migrants. There was a suggestion thread or two floating around about how to handle immigration but I'm not acting on that until the new migrants groups have completely replaced the old migrants, which isn't going to happen this version.
Using a cyan border is roughly like the topo-lines idea that's discussed somewhere up there. The lines retain more information and the cyan border sticks with the ascii display, I guess. Anyway, I'm not sure I'll be doing any of that at this point now that things have taken so long.
Geekwad, adventurers founding settlements is up on a dev in a few ways. You'll be able to settle wherever you like, or lead a group to reclaim a site, at the minimum. However, while you describe the dwarf/adventure mode split as a temporary affectation, there's no reason why a fortress should always have a "PC" in it, especially as a way to resolve design issues. Having the dwarves act autonomously is a feature of dwarf mode, and while that might differ from how a PC founded outpost functions, the design questions surrounding dwarf mode remain.