I think you're thinking of something else.
And yes, Shonai, I was thinking of something else, there is a new "labor manager" (amusingly, a part of DF Hack) put into the game that was basically Therapist inside the game. Obviously, that's something entirely different.
Manager is perfectly functional for one-time needs, like needing 7 random things for a noble's demand, or producing 5 new steel spears, but it's less than ideal to work with for things you need on repeat, as it takes babysitting to keep up. Having the capacity to set manager to maintain specific levels of goods at all times is far more useful.
If the manager is being reworked to finally be more useful, then all the power to it. I still don't think it would be happening if players hadn't constantly complained about how unusable the interface is, or gone to such extreme lengths as DF Hack creating entire suites of interface tools to show Toady how to do it, though.
Personally, I am a bit disturbed by your seeming dismissal of people who do not use third-party tools when playing DF, especially since I belong to those people.[...]
Considering as this thread seemingly exists so that people can post links to images where they make jokes about anyone using Therapist having to be insane, that seems like a glass house allegation...
In any event, if you use small population forts, good on you, you very likely don't need Therapist or DF Hack to micromanage your dwarves. I don't personally prefer giant, 200 dwarf fortresses or trying to take on the HFS with in person dwarf armies, but even in a relatively small 50-dwarf fort, there is plenty of reason to simply prefer not having to babysit each dwarf.
Besides that, I find Therapist makes the game easier to simply
visualize the personality of a dwarf. Unlike many players, I prefer nicknames for dwarves that reflect personality or habit, not simple job function (a must for non-Therapist users), and find Therapist is the best way to understand those traits, rather than the overwhelming text blocks of the "details view".
That said, DF Hack allows you to set up scripts with conditional jobs, such that a new batch of alcohol is brewed when fortress levels drop below 40, and stop when fortress alcohol levels go above 100. Compare this to what I observe the typical non-DF Hack user doing, and just digging more stockpile to keep up with runaway production, and then quitting when they wind up with FPS death and complaining about how their severely unoptimized fort has severely unoptimized framerates. I think the DF Hack user is much more safely on the sane side, since we are not exactly the ones trying the same thing over and over expecting a different outcome.
Beyond that, having the capacity to "explore the rules" is very much one of the core reasons why players will play DF. Maybe you "wonder" at it without looking at the real mechanics, but if someone is going to have any real understanding of how, say, minecarts work, they need concrete, objective measurements. I'm pretty sure at some point, you've looked on the wiki or watched some YouTube guide that was filled with information someone else explored. You don't understand minecarts without exhaustively testing them, especially as their mechanics are so
wildly counterintuitive.