You can't just take people wholly out of context to justify your anger, then go "NUH UH, I DON'T WANNA ANYMORE". What was said by Grand Sage is clearly not to "justify" anything, it's in response to your wholly invalid claims that Armok as an entity is just to "justify childish bloodlust". You did not say "Armok doesn't exist in the game, he's just a fan entity due to the title" (which would be pretty ridiculous to argue against, and would probably make the comment an example of someone forcing their theories into the game, because it's true), you said "He's a myth invented by fans to justify juvenile bloodlust fantasies", and he responded in kind with an alternative interpretation of Armok, contradicting this perspective, and stating that it is not solely a fan creation of bloodlust but rather a holdover from older titles and the titular entity of the game its self.
He isn't saying anything rude or abrasive, and he's not putting his hypothesis as the absolute truth of DF. He is responding very calmly and patiently to an abrasive, incorrect claim and you are inserting drama into a neutral statement.
In the interest of the thread, though, it's best to stop and re-rail, lest this snowballs out of control and goes on for 10 pages. I think what makes DF great is its grand open-endedness and the amount of, for lack of a better word, "minigames" or gameplay aspects which are mostly unseen or avoided elsewhere. Sid Meier, I believe, once said, in the context of Covert Action's minigames and shooting mechanic, "it's better to focus on one great game than three acceptable ones". I think DF is a great example of how this isn't always correct, and that multiple converging mechanics can create enormous depth and replayability.
After all, in fort mode alone, DF has elements of city building, resource management, Sims style emotional management, and even grand strategy, to name a few. And it balances them all masterfully.