Running the risk of annoying the entirety of coders for both Standard and Experimental, I think that half heights are not enough height differences. I can't help but notice the half-heights change usually only affecting gameplay in terms of multi-level routing. The fact of more realistic physics is very positive, but currently the maps just feel a lot flatter than before. While the challenges should lie in alpine terrain and wallet management in construction, we can usually still get away with changing a single tile to enable a straight to continue further without any hindrances (in game).
The question I ask is, whether quarter heights, that are meant for vehicles that have trouble climbing steep inclinations, could allow for more difficult challenges in terms of routing/construction of ways. The effort behind this is not immeasurable, but large for the pakset artists who have to keep up with yet more images per variety of slope, season and climate.
Maybe an update to the map generation is in order, which produces a more varied landscape that features hills and valleys occasionally punctuated by full slopes and "harsh" drops. Or map generation in double height.
In essence, this post is summarized by my question: The world feels flatter than ever and are smaller steps in inclination a solution that challenges us or are the maps generated making life too easy?