This thread sure got a lot of traction. Here's my assessment:
(1) The game will keep ending on D:1.
This is almost pure flavour, and I will defend it as such: a game of Crawl is long enough that the orb run is not a burden [1]. Moreover, you may opt to completely ignore this point, but I find it very satisfying when a story ends where it starts.
(2) The orb run will stay.
This is not quite pure flavour: players, and not just hapless newbies, die to it. Admittedly, quite rarely, but I am fine with that. Of course, the function of the orb run itself is flavour: it brings in Pan lords even for players who don't enter ziggurats or Pandemonium. This is a nice way of adding Crawl lore without words, but through gameplay. The orb run also makes the orb feel a bit less like an arbitrary item and more like something powerful.
Bottom line: I know that there are players who would like to sacrifice all flavour that's in the way of 100% pure gameplay. However, flavour is important to us and it is a very subjective matter when/which flavour is too expensive/cumbersome. If you like your Crawl 0% flavour, 100% gameplay, I suggest forking.
(3) Digging.
The OP has a valid point which should be discussed, and probably addressed (i.e. I don't think it's too esoteric to matter). Then again, the first posting in this thread suggests there are exactly two choices how to go about it. This is wrong. There are very many things that can be done. It would be have been more accurate to state that these are the two *simplest* solutions, and even this is not exactly clear (What does "simple" mean? See below)
In general, I think that it'd behoove very well to the "remove this, remove that" faction of forum users to develop some ingenuity. There is a lot more than removal [2]. But perhaps that's the basic difference between developer and player?
Removing digging isn't completely trivial either, as it would necessitate a bunch of follow-up changes. So I'll assume here that the orb run is unchanged, and that wands of digging still exist. How to prevent players from preemptively digging shortest paths on all levels? Disclaimer: I didn't read the whole thread, and I don't even feel like replying (I only do so out of a strange feeling of obligation). Here are two things that can be done; I have the additional desire to make the orb run more interesting for me:
- Relocate < staircases to random (known) squares when entering a level with the orb. This solution is *really* simple (code, interface, flavour).
- Put orb guardians on spaces the player has ever dug out. (The aim is not to kill the player through that, but simply to make it not worth digging in turncount. Apply this to freshly dug out walls, too.) There are not even messages necessary, the effect is self-explaining. This is simple as well.
[1] This is my personal opinion. If you're a serial ascender, or perhaps also if you're not, feel free to disagree.
[2] Of course, Crawl development did remove a number of features. It is funny to note how the usual reaction to removals is: "Why did they have to cut? Couldn't they have come up with an improvement?!" I believe that the Tavern is unique (among the Crawl discussion places that I am aware of) in having developed a "removal first" fervour.