@aave:
That's odd about unifont. I would have thought it would have exclusively been either 8x16 or 16x16. The fact that any of them became anything else would have to be a bug in the TTF conversion process. The things start off as an old-school bitmap font -- this is why it is blocky. The dual size thing is should be relatively common for a lot of fixed-width fonts -- it dates back to the old dumb terminals where a Chinese character would be twice as wide as a Latin character. Decent terminal emulators deal with this properly. (Though sometimes they only allow double-wide characters in every other location.)
In my "Blacken" Java library, I explicitly check to see if the max width of a character in the font is twice as wide as an "M". If so, it is a dual-width font. I have code to support it... but I've not gotten around to actually testing it.
I think one thing that would really benefit the roguelike community as a whole would be a high-quality "Roguelike" font. The focus would be on glyphs useful for roguelike games. Sort of a companion and alternative to the shared tile projects... So far, I've gotten as far as getting FontForge installed and working... We'll see how much steam I actually have for the project.
In particular, I want doors which look like doors on architectural drawings -- complete with a directionality. I want to increase the clarity of the display -- something possible with the clear meanings of standardized iconography, but muddied with colorfully drawn tiles. That said, I also want monsters incomprehensibly horrible -- something only possible with fully abstract representations. Any tile graphic fails. With a tile you always eventually know what you're up against. With an letter you may never know...
The difference between basing a "Roguelike" font on DejaVu versus "FreeMono" is a one of license. DejaVu is public domain. FreeMono is GPLv3. For a web game, it means you can keep the source to DejaVu secret, but for FreeMono you need to make it available (along with any changes).
I actually think we would need three Roguelike fonts: 1 single width, 1 double width, and one dual width. I think the dual-width can be automatically created from the other two source fonts with a script, so it would be a distributed font but not one that would require a separate source file.