Not really. If the player is given control over the modifiers alongside the laws, there is no limitation to this method that isn't also a limitation to your own.
You are talking about modding here or not?
So, in your idea, if vandalism is a personal matter, but unsanctioned digging is a capital offence, won't dwarves specifically seek engraved walls to dig since digging those out counts as vandalism rather than unsanctioned digging?
Also, again, you're underestimating AI. If unsanctioned digging is considered a form of vandalism, and is a more severe crime when the wall is engraved, and said severity is modified by the quality of the engraving, then not only will the AI be able to get dwarves to favour digging unengraved walls over engraved walls, but also it can get them to favour digging lower quality engraved walls over higher quality engraved walls.
AI has it's flaws, but if there's one thing that it's really really good at, it's maths, and pathfinding is maths.
They will dig through whichever walls are most convenient for them to dig through. If vandalism is a crime, then they will avoid digging through engravings even if it is more convenient to do so. I guess we need to factor in convenience as well as the other factors.
Underestimating the AI is a good idea from a memory standpoint I think.
If we can edit the severity of laws, we can probably see the severities that we're editing. I'd rather not give the player the ability to mind-read criminals' pathfinding decisions just so that they can better manipulate said criminals.
Not quite, because we cannot see the severities derived from the personal ethics of our dwarves since we cannot see ethics in general. We can see the relative severity of the laws, but not the non-legal factors influencing the individuals decision. That helps us to control the majority but particular individuals will end up not doing what everyone else does, which is a rare thing in present DF.
If point 3 is specifically how much they fear punishment, it might be an idea to also add in some calculations based on personality facets like anxiety propensity or bravery too.
Yes but those are secondary calculations adjusting the single factor of how much they fear the punishments.
Pathfinding may be maths, and computers are good at maths, but its also not computationally cheap. Thats why pathfinding always takes shortcuts, and shortcuts reduce fidelity. Pathhfinding is also one of the biggest causes of lag/slowdown in DF already so you wanna be careful when proposing stuff with it
Creatures already pathfind to get food items. As long as there is a time-lag between when they fail to find food items normally and when they take emergency measures, there shouldn't be any extra lag.