I get what you mean now, however, the file size of that would have to be HUGE.
It depends on how the whole thing would work.
48*48 tiles per embark tile is 2,304 tiles per embark. There are 16*16 = 256 embark tiles per world tile, giving us 589,824 tiles per world tile. Even a pocket world at 17*17 would have 170,459,136 tiles in it. Even assuming we somehow only needed one byte per tile (whereas currently we need an entire byte just for the water level) and keeping in mind that this is only for a single z-level, this is over 162 megabytes.
A full-information export is clearly out of the question. Even with massive simplification, including having lower-resolution maps for "uninteresting" areas (which could just mean those in which the player has never acted), it would be prohibitively expensive to do.
Besides, most of the information would be essentially meaningless; the geography of the entity sites in the game has absolutely no bearing on their function during worldgen - Toady had to make optimisations like that so that worldgen would take minutes instead of years to run.
The best you can hope for is yearly exporting of fortress maps, something which is possible in the current version.
And really, releasing raw data rather than a sanitised historical map would reveal the structure of the game's memory, something which I assume Toady would rather keep to himself.