messing with it to delete old stuff is certainly possible but this works atm so I'm not too concerned with it.
Actually what ends up happening is that saves start using the wrong graphics for things, since there are conflicting files. But yeah, no crashes or anything serious.
I don't know a lot about tilesets, but I'm running on the assumption that the changes I take are sufficient and any/all tilesets can be used by putting them in that format (raw/art/init).
As far as I know, yes. Raw files for defining what colors and tile-positions to use (you'll have to ask a tilesetter to find out which specific raw files have these),
raw\graphics for the graphical tiles, art for tileset, init for which tileset to use.
Suggestion: I COULD do that, but most tilesets are packaged with extra stuff that isn't needed for this, and I was hoping to keep the filesize as low as possible. I'm not completely against the idea though, both options have their merits.
My idea was that it would be easy to delete the unnecessary files. Also some sets only have the necessary files in this format anyways!
If people want to download new packs and put them in, there will be redundant data there, but it wont effect the initial pack-size (because we will have deleted the extra crap).
Heck, you could even have it automatically delete everything except for the required files automatically. But its unnecessary because its easy to do for the packagers.
Another thing: choosing the "tileset" (in art) can be a seperate option from choosing the "graphic set".
Notice how most graphic sets have more then one tileset, with different options?
The art folder can actually contain every single tileset from every single pack (assuming no name conflicts between sets).
Although its probably good to keep it only the options for the current graphic set (as you currently have it). The init is the only thing that decides what tileset in art the game uses.
Another optional suggestion is to be able to disable GRAPHICS and use ASCII (use tileset options only)