I'm all for stat/skill synergies when they would apply, though there aren't any at this point. I'm not sure what you had in mind for innate unchangeable stats. In Armok 1, attributes had several aspects to them, like the current value, how much "rust" is on it and the total potential. So you might be able to train your intelligence for example, but only up to a certain potential, which might be far lower than that of another creature. And if you don't use a stat or skill, it would develop rust on it, which eats up part of your improvement points until you work it off, and rust also lowers the value of the ability while it is there. Rust that accumulates to great numbers can permanently lower the current value as well. I use the word "rust" because it's like... "Can you ride a bike?" "Well, I'm rusty..." So you can't ride the bike perfectly at first (and can in fact screw up pretty badly), but you quickly shake the rust off and are back at your previously level with hardly any permanent demotion in skill. I might put something like that back into DF.
In the currently released version, hunter/thirst etc. cause skill modifiers, and I haven't done anything else with it. Nobody gets drunk yet, which is unfortunately. That'll be changed in time.
You can't block off the edge of the map with walls. There's a buffer zone of a few tiles where you can't build things that block. I thought this was more realistic since being able to block somebody just by virtue of the fact that there's an artificial map edge is silly. It's not a huge buffer zone though, so it won't constrict play much at all.
Lightning, yeah, in general I'd like to compress each individual history entry into events about which it could write a more coherent narrative. There are some difficulties associated with it though, and like the interface, it can be premature to try to polish it while core elements are still in flux.