I don't think we need more init options personally. The only reason I might agree with them right now is because it would be faster than implementing a reason for a fortress to be a certain way.
More init options allow for a more flexible game. The idea being that if you don't like a feature, you don't stop playing... You just turn it off.
The other way to deal with it is that when we have more RAW access, we'll likely be able to manually fashion a "toggle" or "slider" sort of function. Mods that change the way you run your fortress, perhaps.
The idea isn't to cause forking... As a "forked" game would mean that Toady would need to make separate ways for things to be handled. The init configs that I'm suggesting are merely to stop things that happen in a vanilla game from happening, perhaps resulting in an overall harder game or an overall easier game. Or just a different style of play. Having configurable options is different from having a "change this to this" style of toggle.
For example, let's say the vanilla game has a full economy as detailed above... Shops and whatnot. An economy toggle would simply control the "purchase price" of items. Simple would be as it is now. No purchase price, just get it and go. Normal would be a flat rate for like items. Complex would be flat rate for item type with variable rate for item materials.
The result isn't three separate games. It's simply a complexity slider for an in-game feature. Changing the slider doesn't require a new game mechanic to be created, it just causes the game to refer to a different formula for calculating in-fortress purchase prices.
"Forking" more implies the init configs being able to completely alter the game, not toggle features (that mainly control if an event occurs or not). I do not think we should have toggles that require Toady to create an entirely new feature just for a small group of players... More just having toggles that run alongside what he already intends to do, enabling those of us that wish it (or people who want to try playing a little differently without having to resort to handicapping themselves) to play the way we decide.
Point and case: Some of us resort to building elaborate migrant deathtraps because migrants ignore the popcap we've set for some reason. A simple fix would simply being able to turn the migrants off completely. This does not introduce a new game mechanic, it simply removes one already in play. The same would go for a caravan toggle and does go for the weather toggle, the temperature toggle, the economy toggle, the invader toggle, the cavein toggle, the artifact toggle, and the zero_rent toggle.
There are no new features added, which removes the "forking" aspect that I think Toady wants to avoid. Instead we are simply retaining and either choosing to use or not choosing to use the toggles as an impromptu "game options" setting. Think of toggles like options. Some of us don't fiddle with them, some of us do. You aren't required to in order to have fun. They don't add anything to your game, they just modify the default settings a little to provide a slightly different gameplay experience.
As for the init options. In regards to turning things off, I only ever shut off temp and weather. That's only when I get fed up with frame rates, otherwise I prefer them on. I like playing the game as is, as I am sure are many others. However more options probably couldn't hurt (I say probably because there are of course ways it could hurt the community) but it could make it easier for some people to swallow certain features at least when they are first introduced. I think while alot of features are still in early stages, having options for them is a good thing. Eventually as they become more fully realized and bugs are worked out I could see the options being phased out.
That's good! I'm not saying you have to use toggles or even want to use them!
The idea is, though, that we have a bunch of options for people who want to play different ways. It's an easy way to implement things like no-trading or no-migrant forts (via the caravan/migrant toggle) without having to massacre the migrants or caravans or have them go mad because you have no depot.
Personally, I don't really see how toggles akin to the ones we have currently could hurt the community. They provide gameplay diversity that doesn't require us to handicap ourselves. If you want to try getting your dwarves to legendary stonecrafting without artifacts, just turn artifacts off. It's simple. Being able to turn artifacts off doesn't harm the community, at least not that I can see.
In regards to phasing out options I simply ask: Why? Unless the options break the game... "Breaking the game," of course, meaning that it somehow
unintendedly stops a core mechanic of the game from functioning... Unless it breaks the game, why should it be taken out? Artifacts really have no game-breaking bugs, yet the artifacts toggle remains.
I honestly think there's a large value in the malleability that DF has. Even in alpha it has replay value that dwarfs (excuse the pun) even the largest publisher or developer's game. Part of that malleability is the init options and the modability. You can go in and make your own race of sixteen-armed spider that spits acid, then face off against it in adventure mode. The init options allow you to tweak how your dwarves act and how the game handles certain things like temperature and weather.
Certain important features, I feel, should ALWAYS have options available to them. Someone will say, "Why can't we have a toggle to tone down the economy?" or "Where did turning sieges off go? D:" and we'll be at a loss. Yes, new features are fun to play with, but some people won't like it when a huge goblin army with tunnelers comes and carves holes in their fortresses. Some people will want a simpler economy with hand-picked nobles so they can pretend they're running a communist dictatorship. People will want to play around with the init options simply to try silly things or to try things they've never tried before.
DF is part "toyware," part game, part simulator, and part god-game. Putting the power in the player's hands to smack Urist McLazypants in the face with a hammer by assigning them to be beat is half the fun of DF. Being able to turn sieges off, build a mighty aboveground fortress, then turn them back on when you're done to see how long you can last is part of the fun.