Too much micro is bad. Not enough micro is worse. I want to see this game get harder, not easier.
I think the ideal solution is to have a few things in place:
1) The ability to toggle automatic ordering of items on at least a categorical basis. For example, I may be ok with not having to track the brewing as long as there is enough booze to keep the dwarves happy, but I need to micromanage my metal industry because we have a limited amount of materials to work with. I know we don't have helms for everyone, but I'm saving that steel for plate, dammit! What areas should be micromanaged are going to change from fortress to fortress and year to year. If I'm dealing with a giant wall project and fending off attack after attack, I don't WANT to worry about socks. But that doesn't mean the game shouldn't take care of the dwarves.
2) To balance this, anything that is micromanaged should probably be better off/more efficient then anything auto-managed. If you have 1000+ barrels of booze, you can ignore your brewing section and worry about other things. If you're down to your last 10, you really ought to pay attention to what's going on so your dwarves don't go drinking in the carp-infested river. Same with, say, beds. Yeah, it might be convenient to have 20 more beds made because a bunch of dwarves are sleeping in the dirt, but if I'm planning an expansion for the next migrant wave I'm going to have to queue up those orders myself if I want things done before they show up.
3) As far as easier vs harder, that's going to depend a lot on the player. New players will probably LOVE to have stuff automanaged, just so they have time and brain-power to focus on learning the game. Later on, people will want more control, more challenges, etc. Then they can turn them off. Some players may never turn them off. Once, say, the County arc is in, someone may be more of a military/civ minded player who doesn't care if Urist is wearing socks or not, but doesn't want to worry about tantruming dwarves while they're planning out the conquest of that nicely situated human town.
I agree the game is too easy right now, but as things get more and more complex, I think allowing people to choose WHAT complexities to deal with is going to be necessary for everyone to find something fun in the game. I don't think Toady wants to limit himself to
just OCD minded players.