But accidentally doing stupid things that you have only yourself to blame for is what roguelikes are all about!
Haha, yeah, Maurog's right. You all deserve it!
No really, it's a good point especially for mouse users (as a keyboard user I don't often have that problem, except when some freaking robot jumps right in front of me while I'm rushing somewhere).
Whenever I have to use the mouse I find it easy to crash into robots, especially because a mouse user is less likely to be looking at adjacent positions, but instead at distant ones--the final destination area.
This is definitely going to get some attention.
I do agree that the highlight enemies option should maybe show neutrals and friends too, color coded differently.
There are two buttons, one for hostiles and one for allies, each of which is already color-coded for integrity. It doesn't seem useful enough to add an entirely separate command for non-hostiles, so that leaves making neutrals also highlighted by the hostiles button--maybe in a very non-obtrusive gray. I believe I had this as an option originally, but removed it for some reason. Perhaps because the labels for hostiles should really stand out as they're the actual dangerous ones you need to worry about, but I can see the argument now that under some circumstances there may simply be too much stuff lying around (this is especially true with tiles--with ASCII it's still easier to differentiate robots from parts even in a big cluster).
I think if you're not armed with a melee weapon, ramming should probably require two moves as a confirmation, and maybe highlight the target real quick to show that you're about to smash into something if you really want to move in that direction.