Dwarf Fortress' Adventure mode doesn't tend to have as much staying power as its Dwarf Mode right now. There's a lot of reasons for the difference, but I feel the big one is that there's not enough room to define your character, mechanically, in a unique way. At the end of the day most characters play very similarly, with just a few differences based on your skill selections (and even those are often slight.)
Personality attributes and things of that nature don't significantly change how characters play, and even with a hypothetical "complete" implementation I don't think they'd offer what I'm thinking of - ultimately every Adventure Mode character shares roughly the same capabilities, so they play very similarly even if they have different goals. Right now this is pretty inherent in the structure of Adventure Mode, so I'm not sure it's going to change much.
The Magic and Artifact arcs might change it a bit, yeah. But I feel that for adventure mode to be fun long-term, there needs to be more attention specifically payed to giving characters ways to develop mechanically-distinct capabilities and playstyles, whether it's by making your followers and position in the world matter more, making weapon / equipment choices more interesting (rather than just the best you can get your hands on, which it usually comes down to now), having more options for skill development, adding talents and secrets and techniques characters can learn on top of their skills, and so on.