I do not think that complaining about lack difficulty in this game is fair.
It is not targeted at hardcore "ima bettar that u!" competitive player, but rather at builders, designers and explorers.
If there is ever "campaign" mode, game should, of course offer apropriate challenge.
Bedides, right now, challenge is not mechanics, but user interface - once that is fixed, mechanics can be tuned and most inapropriate exploits fixed. But you need to make people stop battling UI before you can make then battle goblins.
Main problem with UIs is this: Sheer amount of stuff. And it gets worse with every release because new creatures are being added (trees, minerals, item types ...). This ever increases screen clutter. Golden medal goes to interface for bringing items to depot - it is the one part that handles required sorting and filtering well. Contrast with Grime medal for actual trade interface which has nothing of that sort, yet is closely related.
It is hard to find items and creatures.
Secondary problem is organization. Menus show their history of commands being added. New features are not incorporated to existing structure, but being added. Why is there z-animals menu when there is u-animals menu which can both be merged? both are very late adition or had recent makeover.
It is hard to find commands to do something with items and creatures you had trouble finding.
Tertiary problem are inconsistencies. Same actions often have different commands. Similar concepts completelly different implementations.
If you found what to do and how to do it, you can't apply that to ther parts of game.
I wonder why toady never simply took month or two to develop stable and robust widged library - "item list", "being list"