...However, given my general indifference towards the channelling issue, my stance towards Toady One determines my selection:
1. This is Toady One's baby, and I would not unnecessarily interfere with his decisions. If he wants to make channelling work this way and I don't see it as problematic, then there is no reason for me to tell him how to design his game.
2. Toady One has been doing a wonderful job in creating this complex game and is constantly improving and extending it while removing all the real bugs. Because of that, I would not want to burden him with (in my opinion) unnecessary extra work - which re-institution and re-integration of the old system would mean.
Everyone can make a mistake, even game designers (Just look at all the bugs for examples).
The fact of the matter is that the change did not accomplish it's objective, and introduced a number of additional construction hazards, the only way to avoid which is to entirely scrap line by line designations and do it tile by tile.
As I said. It is entirely possible to build a large surface fortress simply by having a single woodcutter knock down a forest and the other six build an invincible small apartment block, warehouses, and outer defensive walls out of the wood, with a wooden trade depot under an grand wooden pagoda that you can show off to goblins when they arrive for the first time.
Pickled Tink: Thank you for giving your perspective on this.
Since you mention that you even mod to support your megaprojects, I want to ask you if there is not some way the thing could be solved via modding.
Not that I am aware of. You can mod critters and most materials, but you can't mod stuff like channeling and such. At least not without rewriting the game itself, which I can't do. I'm only an "amateur" modder though.
Also, I was wondering what you think about breach via cave-in (using wood, if possible, when dealing with magma)
I have not actually considered that possibility, or explored it in any detail. haven't done any collapses in the new version yet so I'm not sure how the changes work or if there are any changes (These days, if something is collapsing I've done something wrong), but I cant see how they would work using the old mechanics. Then again, I haven't actually done any deep thinking on the subject.
At present If I want magma I drill down to the magma sea and then pump it up to floor -50-60 where I typically fort (I tap the sea because I may want a lot of magma very quickly). This is, however, an absolutely ridiculous amount of labour to safely harness magmas melty power for smelting and booby traps, especially since you need to smelt a lot of stuff first to get the stuff you need to build the pumps in the first place. Unfortunately it also requires me building a fortified power farm over a river on the surface, but once it's there I can use it for other stuff as well, like keeping my fire extinguisher system all filled up. But I'd have built those eventually anyway. I've only done this once so far because of the absurd amount of wood this requires, which I do not have.
Finally, I should note that a dwarf with a pick is hard to truly trap, and I'd rather have a dwarf trapped on an island by a magma flow than cheerfully walking through the magma flow via ramp to come back and set the place on fire. At least the trapped way everyone doesn't die.