Well, this is for the map format, so Glestimals wouldn't be a part of that. I think those would end up in scenario data or some other map meta-data. But please feel free to object if you think they belong with the map data.
So yea, I don't mind having resources defined in the map data, but a "mine" sounds like something you build on the map where there are resources, and wouldn't be a big part of this discussion. The idea has been brought up a lot of times however and I'm not particularly opposed to it.
Trenches...I forgot that one. No way I'm typing anything for that one though!
Also, pits from splashes would be nice. A tag could control magnitude, and so a zero (default) value would be considered no effect.
It would also be a hidden variable, so not all XMLs need to be changed.
All tag-effecting things should probably work this way, until XMLs are updated with a major release.
LOL! yea, I'm actually in pretty big favor of these things, although it's more of a factor internal to the game engine than the map format. I want to be able to dynamically change the map, at least to the point of being able to remove parts of it (as in digging trenches and blowing sh*t up). Before allowing attacks (presumably with splash damage, it wouldn't *seem* to make sense otherwise) to remove part of the map, or "leave pits" as you put it, I think we need support to knock units around and create wind, which would make this more believable. But again, it's a bit off topic since it's more of what will happen to the map IN the game engine. None the less, it's on topic in so much as it's relevant to the possibility of portions of a map becoming untraversable. So if we use the geological layers idea, we could define portions of the map that are made of a substance that can't be destroyed and, thus, solve that problem for the map makers. This adds a lot of complication however, so I don't think we'll be getting to that part any time very soon.