I haven't encountered the functionality loss though, that's the problem, I guess.
Good for you. But I have, and I haven't even gotten to breaching magma yet. Just water and removing existing dug structural features.
And above all, don't consider visible ramps to be any sort of hindrance to visual splendour.
Well, a significant portion of the player base does.
And just a small point about the moat - you don't design the moat, it's impassable as it is. There's no ingenuity in designating a square around your entrance which automatically makes your entrance unreachable. Compare that with a hallway of traps, a magma trap, or even the long corridor with closing floodgates. That's ingenuity right there. The impassable channel is just an exploit. An Insurmountable Waist Height Fence, if you will.
First off, if its a channel that dwarves cannot get out of, it is more than waist height. In fact, a channel is DEEP enough for creatures to drown in, if it is filled with water. That means a channel is the full 7/7 height of a tile, remember? Waist height is somewhere between 2/7 (boot tops) and 3/7 height (chest). In fact, a channel is as DEEP as a wall is TALL. Should walls then be set to half height, so attackers can fire over them while on the same level and everything can cross it? Should you have to DOUBLE CONSTRUCT a wall to get full wall height of 1 full level? It is the same "balance" logic. Indeed, walls should require you to build 3 or even 5 times to get full height because they ALSO protect you from projectiles, while pits/moats only protect you from non-flying creatures passing through it, but ranged attacks still work.
Deciding where to put a moat, whether for defense purposes or aqueducting, is a planned construct. Just like building an irrigation chamber underground or a flooding chamber. Indeed, the player has to plan where they are going to put it in relation to their current and future fortress, if they want to make sure they aren't going to start dropping creatures in it or flood their underground. Why is that any less "dwarvenly" than building four walls and a door? You can make a wooden pallisade from the start, if you just bring enough wood. That would let you dig underground and store everything you brought, and then you could construct to your hearts content down there. With the new caverns, you can then just go exploratory digging until you find one, put up a farm and put up rock walls around your farm, and still be perfectly protected from attackers. No moat. Just starting with some wood, a pick, and using your mouse to draw a "construct wall" squared circle--- and suspending the job to finish the last wall tile until you've moved everything "into storage". Heck, you don't even need storage space, as you can cheat--- just designate a 1 tile "dump" inside your wooden pallisade, and mark ALL STARTING ITEMS in your wagon for dumping--- and just unforbid your wood after it is at your chosen dump/dig point. Break down the wagon, and dump that wood, complete the pallisade wall, and you are secure from all non-flying attackers--- and their missiles. Done deal, now get digging--- just like with a moat!
It isn't a balance issue, it's a lost functionality issue, and losing dwarf miners (and others) early when there isn't a need to. And it is so important because it affects people right away--- not in BUILDING a defensive moat (as that is still quite possible), but in losing dwarves and all the other downsides to the new channelling.
Think of it this way: One day Toady will release a version where all those no good people who just use trenches as their insta-defense will suddenly be shocked as the goblins put a wooden log across it and march right on over, and then march on inside to have Fun with the dwarves. On that day, people like us will laugh at them and use our mighty death machines/soldiers to bring pain and terror to the goblins in ever more creative ways, and the poor people looking sadly at the smoking ruins of their fort will have to run to catch up. That said, people quickly learn there are far more amusing ways to deal with goblins than digging a ditch. I'm trying to design a goblin pinball machine. Not sure if it'll work, but I won't know until I try
I look forward to the day that happens! It will be fun at times, and "FUN" at other times, I am sure. But it will be a welcome addition. However, channelling won't be reverted when that day comes. Meaning we will still need those AI fixes, and still have those blinking triangles, and probably won't know the difference between blue stone ramps down, water covered rams, etc.
In principle, I'm only against the old channels as a means of easy defence. But if your dwarves know how to walk around magma and don't fall into the holes they make, would it really inconvenience you that much if you need to dig a smooth channel as a two-step process instead of one designation? I mean, that already happens with engravings, and I think they're used at least as frequently as channels. I'm just looking at a possibility for more detailed gameplay here.
No, you are against the old system because TOADY has said he's against people using it as a cheap defense. That's a serious case of fanboyitis. No DF player really cares how other DF players build their fortresses. How I play my game does not in the slightest affect your game nor your enjoyment of your game. We are not playing MP. We are not competing for "Most Dwarf Points In the Land!". If I want to use cage traps everywhere, that doesn't affect your fun. If I want to build a giant tree out of rock and have my dwarves live in it and farm in it, that doesn't affect your enjoyment of the game. Sharing stories about it might make you chuckle, or might make you pity me, but that still doesn't affect your game and your fun with it.
Remember--- players won't be able to build their fortress as impenetrable defense with a simple moat after the siege arc is done. Because goblin and other attackers will be able to get across moats and ascend walls. Heck, they may even be able to disarm traps, so after the seige arc, we might all experience FUN after year 4 because there is just no way to defend your dwarves anymore. We won't know until we get there, but all the "easier" ways of defense will no longer work.
If you really cared about how other players play DF, you'd be for getting this change to channelling reverted--- and having Toady focus on seiging and AI pathing. Not arguing for everyone that disagrees with you to just shut up and sit down and learn to live with it because
it bothers you to think they might enjoy playing DF in ways you don't play it or approve of it being played. Which is what you've said. It doesn't bother you that others might play the game differently from you, does it? Because it most definately shouldn't. No, I think it is just a bad case of fanboyitis at work. I understand. I'm a hardcore fan as well. But I understand that this change doesn't do what Toady wanted it to do--- and it has more downsides. Restoring old channeling functionality now would be better than waiting until some point in the future. What happens in the future? Everyone yells about stuck miners and ninja tree attacks, but defend the new system because it gets rid of the annoying flashing triangles, dwarves no longer charge through their death due to ramps everywhere, no longer have to be micromanaged when breaching to prevent their deaths, and no longer fall to their deaths because the ramp/tile below them got channelled away?
"Fixing" the AI is going to take longer than doing the seige arc. Seige will be very easy in comparison. Building bridges (construct floor) to get over moats and pits, building ladders to get on top or over walls, and disarming traps... those are TRIVIAL code enhancements. Heck, stone wall? Let the seigers just carve handholds. First climber is "slow" because it's making handholds... but all the others go at normal climb rate. And you are forever vulnerable afterward there--- until some feature is added to "fix" it again. Wood wall? Burn it. TRIVIAL. That could all be coded and tested in just an hour or two! Ask any programmer here. That isn't where the work for seiging is going to be. AI pathfinding and planning is where it will be.