If there's one thing where I believe that "if you don't like it, just fork it" is warranted it's this type of game. It's not like it's production-critical for anyone, so there's no deadline and you can take your time. It's a rather minimalist 2D game, no complex game engine knowledge is required. When I looked into the code a few years ago I found it very readable so it's a nice target for customization.
If you feel like modern DCSS doesn't go in the right direction just fork whatever version you preferred and go from there.
Typically players get upset because they like the majority of the quality of life changes, and new content, but don't like that something was removed that they can't enjoy in that new version. Community knowledge also deteriorates over time; you can ask questions about recent versions, but antiquated versions require meticulous code diving / commit log scanning to figure things out.
I find ToME has much more unique classes too, doing a lot of interesting things, even if luring monsters into a 1-tile wide corridor is still the safest way most of the time...
I for one appreciate the underlying philosophy of the game and the overarching intent for any change: to remove tedium, grinding, trivial optimal play, remove the requirement of spoiling yourself to beat the game - the latter point making it basically the opposite of a game like Nethack.
https://github.com/crawl/crawl/blob/master/crawl-ref/docs/cr...