This is an interesting problem...
I'm going to ignore a lot of problems, and assume some solutions have been found. Lets assume we have a utility to print the map, contextual game information about each tile may or may not be imported, and its implementation shall remain abstract.
There is a serious problem about how to, in as few words as possible, describe the scene. If we could provide a description of the scene, we could automatically create points of interest, which is very much what our eyes do, skim through the details. What about something like a 2D regular expression engine? What I mean is a way to define 2D shapes that can quickly be searched through the map, and match to specific phenomenon. Workshops and multi-tile buildings are a good example, geographic instances such as rivers or more complexly, hill slopes and canyons. Instead of playing a tone or saying "grass" for each tile just to express the map, we could have a few words spoken about that hill, those goblins, the bridge, and that forge. It wouldn't negate the need to vocalize tiles with the look command, but it would reduce the tedium involved with painting the scene.
There are details to argue about, such as having different "views" for the vocalization of the scene. Maybe a geographic oriented "view" that specifies all geographic phenomenon in explicit detail, such as shape of the hill, height, distance from other hills, distance from cursor, angles involved, material covered in, etc...
"There is a hill covered in grass approximately 30 tiles northwest of the cursor. It is 8 tiles high. It is 20 tiles south of a canyon that runs east-west The canyon is approximately 55 tiles north of the cursor."
A threat or unit view that generalizes groups of units, their general location from the cursor, their general location from nearby units or groups of units...
"There is a pack of wolves approximately 90 tiles east of the cursor. The pack of wolves is 15 tiles north of a sheep. The nearest dwarf is 120 tiles northwest of the pack of wolves."
There could be other "views," even a general view that tries to stitch together details from all of the views. Maybe even levels of detail. And I think it would be very important if each pattern were parameterized and named when a view is vocalized, and their "name" could be used in conjunction with some menu/hotkey to move the cursor between them. Maybe even an option to save the "name," because it might not be saved when a view is vocalized again. That way we could easily switch back and forth between our militia and the invading goblin squad, or quickly switch between workshops and that hill you're building a tower on.
Another useful feature would be flood functions. Its annoying to find the whole in a wall you thought secure when you can see. It would be useful if we could perhaps set to flood markers, and see if they can touch each other, as well as trace the route between them. That way you could set a marker outside your wall, and inside your wall, lock up, and see if there is a path. If a path were found, it would be vocalized, and there would be an option to trace along it. Perhaps, for the sake of geo-spatial recollection, the tracing function would force the cursor to stay on its path while tracing, but would allow the user to use the number pad to manually trace, having a tone for a successful trace, and a tone for choosing a wrong direction. In addition we could have a similar feature allowing you to "look" at the surrounding tiles without tracing (or failing to trace) there.
Example: A marker is set outdoors, a marker is set indoors. The pathing function states there is a path.
Example continued: Curious where the path is, the player uses a hotkey, and the tracing function begins. Using '.' it traces to the next tile, using any of the 9 keys on the number pad, it attempts to trace in that direction. The player hits '8' repeatedly taking the cursor north (towards the entrance) until it fails to trace north. Curious about whats in the way, the player "looks north" with alt+8, and sees a tree has sprung up in the walk way. The player, not caring about it at the moment hits '.' to skip past the tree, then continues north with '8'. Eventually the path veers to the west, until after 9 tiles west from where the path veered. a diagonal path is found through the wall.