Exactly!
What I see as important for the religions in-game is not as much what they're specifically about and absolutely not about whether they're right or wrong, what is important to me is that they are a subsociety that affect both the members of their society (it's followers) as well as the society of which they are a part (your fortress). In this sense they are no different than the nobles (who are each a sort of religion of their own as it currently stands) and the guilds (when they get developed more).
What makes them even more interesting is that the members of the Church of the Chasm in your fortress are connected to the members of the Church of the Chasm in other fortresses.
Let's say the Head Honcho of the Church of the Chasm, who dwells in a very big, very rich fortress, decides that lo, to chasm refuse is bad ju-ju, yea, verily. That will eventually reach your fortress and your local high priest of the Chasm will of course demand that you stop chasming refuse.
You can ignore the demand, but then the high priest and all his followers will get unhappy thoughts. And eventually word will get to the Head Cheese over in that fortress that you're committing sacrilege against the Holy Chasm. And what then?
Depending on his sway over the local fortress rulers, anything could happen from your not getting any trade with that fortress (and other fortresses under its or the Church of the Chasm's influence) to an invading army coming to destroy you, you heretic you.
Or if that doesn't happen, perhaps all those who believe in the Church of the Chasm will emigrate from your sinful fortress lest the infamy be upon them and they will not be saved when the Cosmic Chasm swallows up the world in the end days...
What's important here isn't whether it is sinful to chasm refuse or not, the important thing is that the Head Hookah says it is, and the ramifications to your fortress.