The health system seems nice, and we could keep the actual numbers hidden and use traditional DF color-coding for wounds, depending on the percentage of HP remaining for each part. For healing, body parts that have reached 0 cannot regain HP, they are simply destroyed. Ofcourse, if torso or head is destroyed, its an instant death. This system would also need a blood-loss sort of system that can lead to death even if your head and torso are still present, but that could be added later.
Yes, walking around should use energy, but I'm not sure about 'walker' or 'runner' skills, since it would seem more appropriate to have that included in Agility (and Strength when it come to weight).
For the first fort, there would be (ofcourse) no random generation of tiles, and I guess the plan Istrian gave would be best, since it incorporates as many mediums as possible. And I would prefer not to have Z levels, atleast not at the very beginning.
So the first step in programming would be the most basic and simple thing: movement. We should just have a map with 'passable' tiles and 'impassable' tiles, to try the movement and all that. Then we would add a dig option to dig impassable tiles, and build up more stuff from then on. And since we are going to start with the movement system, here are two possible ways of moving i've been considering. Both use the tile view:
1) Click on any of the visible tiles and you move directly to that tile. Advantages of this is speed for the player. Disadvantage is in cases such as:
...W..
...W..
...W..
.D.W.X
...W..
...W..
'.' is ground, 'D' is the dwarf, 'W' is a wall, 'X' is were the player clicked. If we used this way of movement, we would need to make a pathfinding check every time the player clicked on a tile that is not directly adjacent to his current location, to be sure the player is not 'teleporting' to that location, and pathfinding is annoying both to code and to run, as it eats speed...
2) We keep the 9x9 tile view, but the player can only move to tiles adjacent to his current location. That would elimintate any problem of pathfinding, since only a single check would be made to see if that one tile is passable or not, but it would be much slower for the player to move from place to place, especially with slow internet connections...
EDIT: Istrian, I don't think it would be possible to have a player be able to play for 4-6 hours per day with the same dwarf without making the game... bland. Also, I think most players who would play this game would only play 1-2 hours on average per day. If we want to let players play 4-6 hours, just let them have more than a single dwarf, each dwarf taking 1-2 hours. That way, players who only want to play for a while each day can concentrate on a single dwarf, while players with more time can switch between multiple dwarves.