For me personally carving in the terrain isn't that all important to me. As I plan to use the same methodology the Bethesda team uses for caves. Their terrain system is no different than Game Guru's at present. Caves are generally engineered by use of cave parts as an interior space. Also large rock cave entities for if you wish to make them outdoor. Technically you don't use the actual terrain plain for this.
Basically you'd have an entrance to a cave that loads a new map of an interior space of caves.
However in your picture examples it looks like your looking for the ability to easily have a tunnel go through the terrain, not an entire cave level. So I can see your problem there. Wonder what Lee may come up with to sort these types of situations?
EDIT: I just did a test last night using an interior caving system, with the B snapping tool and it actually worked out very well. I personally was able to make an okay caving system with just objects and snapping them together. Only problem is there was no way to change the perspective in the editor to really make the map look unique with the tunnel objects. Also I wasn't able to go any higher than 1 story. It was just a bit too tedious with the limited tools.
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