True, this is just a step in an evolving system. I don't think that entirely excuses the likelihood of winding up unable to embark with something as key as a pick. Or, perhaps more frustratingly, forced to make sacrifices on starting resources because the only pick available to you costs much more than the copper one that could have been forged had someone not decided to turn it into bronze instead.
Modding does offer some options, of course. One could create a reaction to turn a chunk of rock into a hammerstone, which could be used in lieu of a pick. Similarly, the abililty to create blunt stone weapons could partially make up for the inability to forge metal ones, should the need arise. These aren't perfect solutions, and they'd at least ease some of the issues that have been brought up so far.
As a matter of personal opinion, I'm torn on this newest update. On one hand, it's wonderful to be able to have so much stone of a uniform colour and type - it makes me feel like it's less necessary to give myself an effectively unlimited number of embark points to bring along stone when I want to build something above ground. On the other hand, metal is an integral part of the game, and if it's going to be randomly unobtainable, then it's easy to see how one would start to feel that the game is randomly unplayable. I think I'm simply going to impliment the modifications I suggested above, and see how they play out.