I think you could make DF much easier to understand for newbies with a couple of changes.
Easy mode for newbies: Clothes do no longer wear out, no material or job ☼quality☼. The manager automatically gives job orders for missing items. (Militia needs 8 more swords, 3 shields and 9 backpacks? Urist, get on it. Same for barrels, buckets, bins...) Militia is set to be active/training by default. Soap can be bought from traders.
Seeds need to be managed better by default in an extra stockpile. A chest stays a chest and doesn't become a box or a bag sometimes. Rooms are no longer designated by either q-menu or an i-zone. Sensible default uniforms (rag-tag leather/full metal plate) and training schedules. The way archery targets work needs to be overhauled...
It would also be fantastic if we had a garbage burner that can comfortably get rid of stuff like remains, hoof, shells but also low quality furniture, pets and chil... I mean goblins. I meant goblins!
Most of those wouldn't help.
I don't think item quality causes anyone problems, although they are difficult to memorize, just because they aren't really important. (Plus, they have a logical progression - more lines in the marker for quality, the more quality.)
Clothes wearing out only causes problems about 2-3 years into the game. If they last that long, they're ready for the relatively simple challenge of making a few more crafts. Same can be said of soap, it's not a top priority.
Manager auto-ordering missing job items? Why would that only be in a version for newbies, we veterans have been asking for that for ourselves for the length of Dwarf Fortress's existence! It'd certainly make the game easier, but it's more useful the deeper into the game you go, not the other way around.
Stuff about military defaults are also things perfectly reasonable for the base game, not just for new players.
I'm not sure what you mean about seeds. My seed barrel that accepts seeds being placed right next to the fields never had any problems...
And "garbage burners" are just the effort it takes to set a dump zone over a channel with a drawbridge on a lever. Yeah, that takes a little more advanced knowledge, but garbage compactors aren't necessary in the first few years, anyway.
If you want to have a newbie-friendly version of DF, what you really should do is just play Gnomoria.
In DF, aside from the problem of the simple visuals being hard to come to grips with, (a full 3d world shown in only an individual 2d slice at a time, even if you're not using ASCII and having to memorize the abstract representation while also memorizing game functions,) is the "Sandbox Paralysis". DF dumps everything on you all at once, leaving players with little understanding of how to prioritize their time, often leading to them being attacked by wild animals because they didn't move to sheltered areas fast enough, or starving because they didn't recognize food generation was a top priority amidst all the looking for metal ores and setting up smelters.
Gnomoria has a strict "bootstrapper order". At the start of the game, you have an axe and a pickax, but raw wood and boulders can only make one workshop, a "crude workshop", which is used to make the blocks it takes to make a basic woodworking or stoneworking workshop, which unlocks the things you need to make more advanced workshops as you build each workshop in sequence. This ensures that sandbox paralysis doesn't happen, as you are restricted to a relatively linear order of things you need to build, at least until you've hit a point where the whole set of workshops opens up.
This is the barebones way that most games pace their learning curve - they introduce only a few pieces of their game's systems at a time, then introduce more as players have had time to play around with some the previous ones.
(Oh, and Gnomoria has auto-ordering of intermediary products, too...)