@ Neonivek
Please do not feel like I am shitting on your ideas at all. I think they are brilliant.
I just feel like the charm of DF is to suffer both the positive aspects as well as the negatives, and artifacts with only a positive aspect would contribute more to the min/max gamer as opposed to the typical casual gamer or the one that values elephant rampages as much as a platinum ore find.
DF is all about discovery and random mishaps that discourage or make more enjoyable the overall experience.(I.E if a magma pipe is channeled, a user would likely experience magma smelters, and if there was a mishap, MAGMA FLOODING OF THE BEDROOMS!!!)
If one was to only encounter positive artifacts with no detriments, the entire process would become more boring than a system that made it so the artifacts in question would add value, but also detract from other options.
An example being:
Salt-bangle: The wearer may safely drink salt-water.
Wouldn't the adverse affect be that the user would only attain ~%50 benefit of freshwater sources?
My point is that half of the fun of this game is watching the +/- aspects of the dwarves play into the overall health of the fortress.
If I have a bunch of dwarves readily able to breathe in water flooded hallways, I would expect them to have trouble in regular (non-flooded) halls and whatnot.