Kobolds just dig themselves a medium size cave. I didn't have them expand it because they get popcapped pretty early on, but I could make them do it dynamically... okay, there. They'll expand their cave up to a number depending on their population size, and they'll do it in amounts each year based on the number of miners they have. The dwarf fortresses, which I haven't fleshed out at all, should be handled in the same way, but I'm not there yet. Humans and goblins don't use their miners either... hardly any of the professions are used, because we don't have a caravan arc, again.
It's not really family trees... it would be great to have a visualization of the trees (Bloat51), but right now it just lists their parents, children, deities, things like that.
Yeah, there are lots of small UI tweaks that would help a bit, but I don't think the ones you mentioned would significantly expand the fanbase when compared with the glaring omissions. Looking past the graphics and the keyboard input are things that a lot of people aren't going to do. As for retaining players, yeah, some tweaks would help there, though I don't think it's the only thing that breaks people out of the game. I need to balance several concerns -- (1) the internals of current screens all being gutted for a new format, (2) handling current small UI requests, and (3) not wanting to do small UI requests because ongoing core changes make many UI choices premature. The gutting in (1) can help mitigate (3), by making the interface code more resilient, although it cannot alleviate the problem completely. (1) and (3) both hamper my enthusiasm for (2), so my plan was to just jump in on (1) as soon as I get my army stuff done. Even that will still feel like I'm doing things in the wrong order, since many interface decisions can't be made properly without a more complete game, and worse, (2) is the only thing that makes people happy in the short term.
Dwarf-made holes don't refill because I don't have a good way of detecting what should fill and what shouldn't. It's not impossible -- as Zemat said, it would be vaguely like the cave-in-code, or something. It can't just put water everywhere without causing a CPU crisis -- I tried this, and we're not ready for it yet (it also looks silly without more water soaking into the ground initially, at least in biomes with permeable soil). Ponds/rivers don't have to have water to refill. Each raindrop event adds 1 unit of water to any pond or river square that has less than 7 units (and yeah, 0-7 units comes from the 3 bits available, allowing that to be modded might be an optimization issue, at least with my scant programming knowledge, since the flow code would have to respect/access any new init variables). Outdoor 1-deep water will no longer evaporate if the weather isn't clear, so rainfall should ensure some filling. It's a little goofy that only the ponds/rivers can refill, but that's how it'll be until something CPU-safe arises, and yeah, you should be able to dig tunnels from the dry ponds and so on to collect water in a underwater pool or however you'd like to handle it.
Right now it prefers to pull the starting 7 dwarves from a living civilization. If they are all dead, I think it picks one of the dead ones at random (or the first one, I don't remember). It doesn't do anything special, like generate a new civ for the player or anything like that.
I'm not really keen on defining tile sizes. It opens cans of worms throughout the code, all over the place, and I think the gain is slight in comparison.