A fairly short answer:
With a game with a codebase as huge as DF's, it would be very hard. Essentially, every code block that touches anything that more than one thread might want to operate on needs new multithreading guards to be added to it. This is notoriously error prone, and if done badly can make the game run slower than it already does. If done wrong it can also make the game behave in interesting and unpredictable ways, not all of which are obvious like crashes.
The fundamental problem with DF is that it uses a ton of huge central and global data structures that would have to be protected this way, and it limits what multithreading can do to benefit it without a significant amount of architectural changes.
And even then, it's hard to get it right in a way that speeds things up. Pathfinding is actually one thing that might benefit from multithreading, but as Putnam recently discovered it's really not a major contributor to the game's speed so there wouldn't be much point.. You can use it to do things like temperature calculations on tiles in parallel, but then you have to handle complex border cases where your divided workload touches on bits from other threads and that may nullify any speedup. The examples are endless.
I'm not sure about worldgen. I'd guess that some of its work could be broken up, but most of the time is spent in history generation, which is another example of something that is hard to split up because of how interconnected the pieces are. You can't hand two separate threads the job of generating historical events and just let them go, since they might create events that impact what the other threads are working on, so you're back to needing synchronization.
I'm sure there are parts of the game that could be sped up with multithreading, and probably even in its current state, but it also comes down to a question of how the programmers' time should be spent. So far, Toady has decided it wasn't a good use of his time, and that's probably reasonable since he has a better understanding of the code than anyone. If the game were rewritten from the ground up with parallel work loads in mind it might be a different story.