Quick interface improvements:
As you move the cursor, you can hit "enter" at any time, which would open a list in the left hand column of all objects in that square. You can then select any of them using cursor up/down and enter, which gives you full details of that object. That "object" can be any creature, construction, item, building, switch, designation, zone, stockpile, etc. Main hotkeys: k,q, D
From that display, you can see value, forbid, claim, contents, assign jobs (dwarf or building), specify rooms (built object), see feelings, assign military duty/squad, weapons, etc. All elements could have hotkeys AND be navigable using arrow keys and enter. Advantage: intuitive way to control any object on the map that you can see through a single interface.
As you move the cursor, you can hit "b" at any time to build anything buildable. Organize buildings into clearer categories so that objects can be found easily. When building objects that can generate rooms, user is asked if they want to generate a room immediately (it will not be active until object is built), and all buildings that can be owned will ask if you want to assign the building to a specific dwarf.
Hitting "d" should allow any kind of zone to be designated, including those currently under "i", and "p". To an experienced player the differences become obvious, but the aren't to a newbie. Anything that requires a space to be outlined should fall into this category, and again properly clear categories to make everything locatable is vital. This would include building roads, farm plots, etc. Have one interface only for outlining, rather than the uhkm and wasdx nonsense for constructions combined with the cursor arrows and enter for designations. Be consistent.
Another key perhaps l(ists) would allow one to choose between announcements, civs, designated areas, artifacts, nobles, units (filterable), military, inventory. These tasks are all chosen only when the player expects to be doing some reading, and don't need a top level listing. We could allow top level hotkeys for each, but not show them in a pane.
We should be able to reduce the number of "top level" options a player needs to remember from 20 to 6 (space to pause and Esc for options). Add use of "?" to all menu options for details about that object (what is needed to construct, what it does, etc), and make any option that cannot be done currently gray (though it can still be queried). These changes shouldn't inhibit experienced players, but would make the game much easier for newbies to learn. Mostly the menus just need a little more intuitive an organization and an easy way for a newbie to determine what is needed to built/use any given construction. Currently, the game is initially unplayable without the wiki. Long term, there is no reason it has to stay that way.