twelve: Thanks for feedback. Yes, it is a major endeavour. I am convinced that it will add so much to Crawl that I'm working on the design over the years
There is actually coding support since recently (all hail the Cold Pie!) which is absolutely awesome. The plan is to build the database first, which will be able to read the text file definitions of powers and stuff, and hooks to the actual code.
Distortion Storm should not go to Lugonu, because that god is well working already
Rather, the idea is that Foo Storm with different flavours are relatively easy to code (can start with Ice/Fire Storm and tweak) while providing theme and still a unique experience. A randgod with Distortion Storm might get other Abyss-related powers, though, assuming there's a tag /allies/.
Shoplift is one of the things that make little sense as a spell or otherwise repeatable effect. It could be used as an one-off effect (think a miscellaneous item) but even so I claim it fits better on a god: with such an item, you'd just check the most expensive item you want, steal it, done. A god, on the other hand, can combine the Shoplift power with funny conducts about gold (for example, that you have none), and then the Shoplift comes really into its own. And finally, I have my doubts if a normal god centered around this theme would be feasible, but with a randgod we can get away with it.
Divine ring fingers: I wouldn't exclude octopodes. Okay, they may end up running around with 8+6 rings in the end, but hey
The point is that the random gods are (a) random and (b) really rare, so it's impossible to scum this. Felids need no extra care: we are talking about *divine* fingers -- your god provides them. One point of the power is that it provides some choices: yes, more rings are good. But since the rings are locked, you may wait until you have really good rings to put there. But if you wait for too long, the potential of the god goes to waste -- at a time when you may need the support most. So perhaps put that mundane ring of regeneration (or wizardry or whatever) anyway? I assume that the player thinks for a little bit before the power: putting unidentified or plain bad rings there is a stupid idea. No need to worry about it. It's like making a +0 club pain/holy branded.
Summon uniques: they're supposed to come back, so you can have Sigmund die by your side several times, but I need to come up with a simple and reasonable system for that.
Guardian genie: Power is of little concern at this stage. I am confident that the power can be arbitrarily strong. On the other hand, the amulet of Guardian Spirit sees occasional use but is not a no-brainer. So there will be some middle space that makes the god power balanced.
Yes, Amok may need thought. Most of the list you see there is from brainstorming with nicolae (some ideas are from this very thread). If I put it on the wiki, then it means I believe that it can be done well (i.e. not too much coding effort and decent balance) but some powers need more thought than others. Amok is one of them.
Mutation Master: you can call it abuse, but it would that god's highest, i.e. signature power. Yes, the character would run around with a great mutation set but (a) you have to find the god, (b) you have to be willing to take it on, and (c) you have to get piety up to ***** or so, before we can talk about "abuse". Needless to say, there are ways to make sure that the power is not overpowering.
Tame by food and Amok were inspired by Nethack. We'll see if something actually comes out of them.