I noted this in the survey, and true to my response, here's my deanonymization about presentation and what's possible.
I think you spent too much time focusing on "this is what I'd like the game to do", as opposed to "this is what can be done". The entire campaign focused on "you'll be able to do this", and "procedural generation that", and "here's the core gameloops!". I like following along on development more than most people outside this forum, but that wasn't really development... it's more something like a wish-list/high-level design doc, and nothing else. It didn't capture attention, and it lost some of its appeal once people started pointing out the problems in this thread.
I realize this is likely a consequence of not having development done very far, but something that would be interesting is different stories that come from it. One of our main concerns is superfluous/unnecessary procedural generation - sell us on it. One character traveled to discover his parents were an exiled Lord and Lady, and using the influence of his family ties he perpetuated a revolt to reclaim the throne. Another character discovered her parents were routine thieves in a large bandit group, but she managed to talk her way into the bandit group using their names. While there, she joined a campaign to steal the holy artifact not-Excalibur, which she pocketed for herself and used to claim the throne via divine right. etc, etc.
Just like Boatsmurdered has been one of the best marketing campaigns for Dwarf Fortress, get the skeleton in enough to create stories you can use to sell us on the game.