Not entirely on topic of murder holes, but I thought I should add this in.
If we ever get large kegs for liquid storage, they should be linkable to "break" when triggered. You could mount it on the roof of a 2-z high corridor and dump big kegs of magma on people. They'd be a great new trap that isn't made of trap-specific items like saws and spikes, and is rather a normal construction cleverly turned deadly.
I think rather than "breakable", it would be better to simply make them to be opened by traps. Lid is popped, they are already open and a trap knocks them over, stopper is unplugged from keg/barrel. I think simple things like that would be easier and more believable. I don't really see a keg of magma working - it'd need to be mostly just a small containment room of bauxite or something, with bauxite mechanisms, rather than a keg.
Arrow slits aren't straight holes cut in the channel, AFAIK; they're tapered, spreading out on one side. Sure, someone who gets right up to it can still fire through them, but they might not be able to do so as well as people standing on the correct side.
The argument that this only does so much to someone right up against the slit would be an argument for multiplicative rather than additive benefit/penalty. Then it's up to the defenders to keep the enemy from GETTING right up to the slit.
A trench makes sense for outer walls, but somewhat less sense for a gatehouse(and to the best of my knowledge, trapping the enemy between two portcullis with the defenders able to shoot through arrow slits and murder holes was not uncommon, though I can't recall the name for this structure offhand).
Arrow-loops [after the crusades, AFAIK] looked much like
this. I'm not even sure about the smaller horizontal cross-piece there, even. "The interior walls behind an arrow loop are often cut away at an oblique angle so that the archer has a wide field of view and field of fire." (
Wikipedia quote) Thus improving the effectiveness of anybody using the fortifications. An obvious advantage over basic slits in the wall that could only fire directly forward through the walls.
When you're next to it, you can fire out of it. Typically arrow-loops were never at ground-level (
pic). Being higher up gave you a better line-of-sight of the battle-field (man-sized objects, and even horse-sized objects no longer could block your view of the field), and increased your firing range. It also prevented anybody from coming right up to said loops and firing back inside. Though why you'd want to walk right up to an arrow-loop, anyway, in order to find out that there isn't a person aiming at your face is beyond me. Maybe stupid goblins might want to try it, but I sure wouldn't.
To me, ground-level fortifications are a flaw in fort design. I tend to err on the side of cavernous entryways, once I have time to excavate them. However, I do understand what you mean here. In a small hallway, especially early on in fort history, perhaps ground-level fortifications are necessary inside. Well, sometimes you have to. And you still get benefits for that fortification. Though at which time you'd preferably want the drop on anyone inside your halls, so you'd be closer to the fortification than they are, and they'd be hurting because they'd need to run at your position and have a bow in order to even attempt to stop you. Chances are they'd fail.
Though, to be on the safe side, even inside, you should do something in order to try to prevent such a scenario though. Even putting trenches along fortifications to prevent invaders from getting close. Filling said trenches with magma is optional, but highly encouraged. Maybe you can scare an enemy into falling into one while he dodges arrows coming from behind the fortifications.