DCSS has a power creep problem
In practice, this is not sustainable. In fact, I have a great example of it failing spectacularly in another roguelike. Tales of Maj'Eyal (which the crawl.develz.org sidebar links to) has been steadily increasing player power for the last few years, and soon people started complaining that the hardest difficulty level (Insane) was too easy. In response, the developer didn't nerf anything - instead, they added another, higher difficulty level (Madness) that was designed to be unwinnable: monsters deal enough damage to kill players from full health in one hit, monsters can sense the player from far away, and some monsters will heal to maximum health every turn. Well, it turns out that difficulty level is completely winnable, because one of the game's classes had become so powerful that it was functionally invincible if played a certain way. Scaling enemies to match player options was a complete failure.
I mention this because it appears to be what Crawl is trying to do right now. Player damage has been increasing version after version, and after 0.8, so have player defenses. Portal vault frequency increases, giving extra items. Rods, gods, and misc items get made into better options, without any compensating nerfs to consumables or wands. AI is made more exploitable without any other changes to player options. Constriction gets added and tacked onto monsters and players without any compensating nerfs to those monsters or players. Meanwhile the game keeps introducing new monsters that are stronger than anything previously in their branch (caustic shrike, iron giant, shock serpent, spriggans in swamp, fire crabs in lair) trying to combat increasingly strong player characters. In spite of that, players and developers continue to complain that the game is getting easier. Whether right or wrong, the fact that the claim can even seem plausible is a sign that something is wrong with this method of balancing.
There have been some very good nerfs to player options, like divinations removal, summoning nerf, and square los. But the long-term trend is, if you have two player characters from different post-0.5 versions fight a yak, the one from the newer version probably does more damage, has more max hp, takes less damage, and has more items and god abilities that they could use to escape or do extra damage. You could give the yak more hp, higher damage, and spells to shut off some of those escape options - but then you'll just have to do it again later when the player gets even more powerful, and eventually you end up with a ToME situation where the player has so much control that they just don't die, and you can't fix it by scaling monsters.
It's much better to decide on an equilibrium point for player power, and keep it there - don't move it up or down unless you have a good reason to deliberately change that power level (like the game being too complex to learn, or too simple to have any depth). When you add options to players, take away the same amount. When you change the difficulty or the complexity of the game, it should be a conscious decision, not a side effect.
I do not expect to persuade anyone to change the design direction of DCSS, but I hope this can at least serve as a sort of warning.