But yes, it isn't very accessible.
That all said - I would say that DF doesn't fall into a trap very common in modern games: it never lies to you in the UI for simplicity, it is clear about what it's doing and most of the errors are relatively clear to comprehend. Some of these have been accumulated over time (i.e. damp/warm stone warnings) but generally when a feature is added that feature gets consistently signaled in all the UI portions that need it and information is sanely repeated. A good example is lava-safe metals which are pretty clearly highlighted in areas where it might be relevant (i.e. building a floodgate and switch mechanisms).
I've frequently heard talk that cell-shading adds artistic flair or bloom allows better tooling around creating bright scenes - but the immensely obvious and clear style that DF achieves brings precisely what it needs to bring to the table. Ascii graphics make that game clearly legible while still allowing the imagination to roam and beautiful structures to be created - making a multi-z-level dining hall with balconies adding extra floor space around the roaring fire in the middle of the hall with dwarves dancing merrily around it... that is quite possible in DF - it's just not going to look like a triple-A game.
Except the godforsaken jobs interface. But that seems to be a hard problem, because even with Dwarf Therapist I would struggle with the hordes of migrants.