Dwarf Mode isn't getting hosed, it's getting boosted too. Might I remind everyone of this:
# stopped placing container in one of its contained containers from locking up the game
# made constructions remove engravings, debris and other objects from their square on placement
# stopped aerial births
# stopped blood from hanging in the air
# made snow-covered dyer's workshop in different construction states distinguishable
# fixed some inconsistencies with child name capitalization
# allowed dwarves to dig up from ramps provided a ramp wall is in place
# stopped "large " items with blank names from appearing (one instance of it anyway)
# stopped channeled walls above constructions from leaving rocks inside the construction
# made unconscious diplomats/traders trigger traps
# stopped smoothing under roads
# stopped snow from being generated at the bottom of the ocean
# fixed problem with world map display size on chargen/embark
# made rain/snow shift locations with rest of objects on map shift
# made forbidden/on fire state of items respected in a few extra places
# made children grow up anyway if they somehow miss their exact coming of age date
# changed how diplomacy states are stored
# gave immigrant woodcutters proper soldier settings
# allowed undead/invaders to fight
# smoothed out local landscapes
# made digging out ramp walls update connectivity properly
# gave work dogs and cats names upon adoption
# displayed number of assigned hunting/war beasts during assignment
# fixed up problems with continued designation job selection
# stopped constructions and frozen liquids from floating at the bottom of the chasm
# stopped construction removal from leaving open spaces in ice
# stopped ocean waves from pushing merchant and horses free from wagons
# made carving a fortification unhide adjacent squares
# made freed tombs respect no pet init options
# made pregnancies count toward the baby cap
# made heat/cold damage effects for items work faster
# stopped dungeon master from constantly putting on cloaks
# stopped dwarves continuing training if the building becomes forbidden
# allowed wagons to go through ashes
# stopped debris on the ground from coloring flashing ramps
# allowed viewing of kills in ... dwf mode ...
# made megabeasts, semimegabeasts and underground feature creatures take on the undead character of their region
# fixed crash from having no items available to bring to the depot
# fixed problem with slaughter job spamming over inaccessible creatures
# improved accessibility checks for various jobs
# fixed problem with the king coming early and not actually showing up
# fixed problem with wagons not unloading at the depot if you have more than one
# made smoothed walls display correctly when designated for dig
# stopped selected embark area from changing when civ is changed
# placed silk cloth in the correct item category during embark
# fixed problem with blank thoughts from old caves
# stopped item names from spilling under point values in embark item list
# made cage occupant list scroll before reaching instructions
# fixed a problem that would allow continued designation jobs to mess with other designations
# stopped export restriction mandates from being violated by trader goods (no dwarves were punished, but noble becomes upset by this)
# made soldiers lose inappropriate jobs like training when their squad is put on duty
# stopped journey friendships from influencing leadership selection on embark
# handled an issue with job persistence when a dwarf joins the guard
# added some additional checks for well completion for well jobs
# fixed item contaminant adjective spacing and duplicates
# fixed crash bug related to rain destroying webs in evil forests
# fixed problem causing low baby caps to affect population cap
That also doesn't include the things like wars, roads, territories, and eras, which will influence site selection at least for me, and probably for everyone else too.
The biggest things might be historical, but there is still a large list of things that aren't. And the historical will influence how people play, as the "adjacent civilizations" will be adjacent now, and their territory obvious and visible with histories of warfare establishing them. I suspect we might even start at war with things like elves and humans based on historical actions.