First off, I applaud you for coming on to here. While you said you were directed, it takes a lot of courage to go into the belly of the beast to poke at the contents within. That got you a huge boon in the community, I'm willing to wager, and will make an enormous difference in our dispositions to you.
Second, I can understand the placeholders. Of course you're going to change it later. It just... seems a bit strange to to use these particular placeholders. While it gives flavor to the world, whereas saying "Mushroom Plant" might not be as good as "Plump Helmet", it still bothers me. It's like making a game about an Italian Plumber named Mario who uses Fire Flowers and jumps on Goombas. It's not Super Mario Bros, and could even be a strategy game, but the use of names is just very uncanny.
Third, good job on the genre! I do agree, it's very under-represented. Goblin Camp has it's own nice niche (I hope to see it develop!), Dwarf Fortress has a strong hold where it's at, and DwarvesH could easily go off on its own route. Adding more to a genre should never be bashed. Just make sure to find your differences later on. I know you're planning to, I know, and adding content to an Engine just means you'll have to completely change it later, but I must agree the similarities are incredibly visible. We do notice the differences however. Notice how much people pointed out the mouse support, and carving statues straight into rock! That's an incredible feature! Keep at that.
And fourth, the "source code" thing is a joke. At least I hope it was. It'd be great trolling on part of other members, but reallllllly. The coding is very different here. Your biomes are less sophisticated, created on the spot for specific areas, the control scheme is very different, your dwarves are managed in another way, time is not a constant (other than FPS, haha), and nobody has seen Toady's code in quite a while AFAIK (though that Truetype Font person might of).