The main issue I have with most of these comments is that they're trying to bring excessive complexity to the current interface, without really giving it any meaning besides a touch of aesthetics(in an ASCII game, no less!). I hope you've read my bit of satire on the first page, though I'll admit that it doesn't get straight to the point.
I do agree that there are issues with scaling in DF, and that divisions within the 'tiles', as they exist now, would be beneficial. However, adding in an overly-complicated system to the basic game mechanics, while only going in and doing only part of the job you could be doing, is a waste of time. Don't you agree that it would be far more efficient to just increase the raw number of tiles while simultaneously allowing for more realistic sizing, as opposed to going in and only adding in the ability for seven z-segments per cube, which itself would likely require substantial rewrites to function?
I'd much rather see a well-requested feature(better creature scaling/tracking), in addition to better scaling for small transitions, than a system that would only allow for parts of the latter while still taking a significant amount of work itself. And I'd rather see it later than sooner, when systems will be able to handle such a load. I just don't like the idea of sticking in a jury-rigged system that will ultimately serve little purpose.