Right now these situations are unusual in that they don't work how permadeath does otherwise. The game's "permadeath mechanic" is almost entirely "if you get below X%, you're risking permadeath and should sit inside as punishment for making a mistake". The system should be consistent, a noob getting KOed to a boar should teach them the same lesson as getting KOed elsewhere (If you're getting stomped by a giant mammoth it's intuitive for players that you can full die I guess?).
Drowning:
Hermit on a rowboat means instant death? That's not intuitive at all. Drowning should TP you home with an extra % asphyxiation wound instead of accumulating while you swim without stamina (if the asphyxiation is enough to kill, corpse remains of course).
Dungeons:
There have been, to my knowledge, extremely few instances where dungeons have mattered in terms of pvp between "actual pvpers". Them locking you from tping out really only threatens people who don't understand the system. Beaver dungeons both TP locking and water KOing are amusingly nasty.
B12 cleaves for instant kills:
Death protection code doesn't work the way it should. PvPers have been open for multiple worlds that you can full to zero someone if you know their HP value and hit really hard when they aren't wearing a lot of armor. This is especially easy on hermits who have a predictable and low HP pool overall and little to no armour.
Starvation: (mightysheep reminded me)
Losing a character to inattention, almost entirely by newbies, doesn't add anything positive to the game. Low energy forcing you to crawl only is plenty enough punishment that people would want to eat.
Bum Burn:
Should really just be a set yes/no wound that stops you eating peppered foods when you have it. It's dangerous enough when it comes to people not paying attention that people often avoid having it in the village at all.
Side note: With roots being spammable, pvpers from factions can "undo" the actual punishing parts of the injury system which has almost entirely replaced permadeath as the "risk" for pvp. Limiting root usage to once per day would make skipping the actually bad injuries much harder for rich groups.
Spicy final take: We've been slowly eliminating permadeath from the game for years now. Just get it over with and give us an experimental no permadeath wound only world. The vast majority of players play the game despite permadeath, not because of it.

