This is why IMHO, we have to keep the basic ascii display.
It is just a matter of being familiar with it. At the very beginning you were also lost with the basic ASCII graphics. So if you change the tileset, you have a small learning period, but if you already know the basic gameplay, this should be quite easy.
As for maintaining it: A programmer is normally a bad graphics designer, so someone has to step in. But i guess there are some good graphic designers among the players. So Toady could choose an official graphic set. But when he just puts in placeholders in case something new arises, the community will quickly update the graphic packs.
I'd say the benefit of a full graphics support outweighs the "potential" drawbacks for Toady by a lot.
And anyway, as it has been said, the ASCII graphics are already BMP graphics, very basic and done by Toady. The goal is just to extend the graphics support to more than just the main display.
Therefor, the first half of your post was pointless.
Yes, i see this now. But as you can also see from the poster before, people still think, that there is some ASCII display in the game, though it is just an ASCII-looking graphical tileset.
it's a bitch and a half to figure out how wide a string of non-monospaced characters is
I haven't done graphics programming, but since TTF text display is more common now than fixed-width bitmap fonts, i would have to say that this can't be so hard. And i do think, that SDL can help with the display by just looking at some SDL documentation how TTF text is displayed. A) render TTF text surface B) blit it to the destination surface with the clipping area set to the correct width.