I think maybe he is refraining himself from posting updates, as people are calling the new cities stupid and gamey.
Yeah, I suspect it might put a damper on his eagerness to post updates, if the most visible reaction to updates is people sperging out over a few pixels and demanding that every unimplemented feature (in an explicitly WIP screenshot, no less) be acknowledged as a flaw/bug.
The laughably naive implementation of Bridge Economic Theory will pale in comparison to the actual bugs in the next release, I guarantee everyone.
Being as Toady is trying to build a complex and realistic world, I am sure he would want to know about any flaws as soon as possible.
No good programmer has their feelings hurt if someone sees a small problem in an otherwise great step forward and suggests ways to correct it, especially early on, when it is still early enough to plan out how to fix it. The earlier a bug is caught, the less things that are dependent upon the functions that are in that code, the easier it is to correct the problems.
It is only a bad programmer who responds to criticism by refusing to admit mistakes or allowing others to see those mistakes, rather than trying to find and correct them.
I have confidence that Toady is not a bad programmer. Someone who manages a bug tracker, especially, should know about this.
Bridges are not yet meant to have realistic construction costs yet, just like every other world gen structure in the game, such as the giant stone super-expensive-IRL castles. It's not as if Toady's going to read your WOTs and say "Well golly gee, I forgot to write a whole separate part of the city generation code! I guess things
do cost money after all!" They're in the game because they look cool and make the Adv Mode environment more interesting -- other considerations are being postponed by design.
Here's an example of a possible bug in the economics of world gen constructions:
0003725: Walls of human castles/fortresses made from implausible stones (e.g. platinum). Hypothetically, if civilizations without the masonry profession create stone castles, that might be a bug as well. These are possible bugs because Toady has worked on site resource tracking and site professions, respectively. He has not (that he's disclosed) worked on world gen tax collection, the costs of paying large labor forces, the existence of traveling laborers, or any of the other steps between the raw resource and finished product, as relates to world gen structures.
So it goes without saying, for Toady and
almost everyone else, that these aspects of the simulation are not yet realistic. By harping on those aspects, and especially by singling out the teensy bridges that are next to literal castles, you are missing the forest for the trees in a spectacular way, which, I mean, is totally your perogative, man. But if you opened a bug report about this, it would be "no change required" for sure, just like if you were pointing out that brain death / pollination / cave formation / projectile trajectories aren't realistic yet either.