The problem with the dwarven economy is that it adds nothing to the game. To make a game better you need to A) prevent monotony, boredom, and tedium, and B) offer new and interesting challenges and opportunities for the player to acquire, create or personalize something they like.
For the dwarven economy to add something to the game, it would need to introduce a tedium-reducing mechanic. For example, the dwarven economy could activate standing production orders. Workers could buy or rent workshops, hire workers, produce goods, stock them in stockpiles, and sell them to merchants, who would resell the goods to the public from their stores. When the quantity gets too low, they automatically produce more. When the quantity gets too high, they automatically stop production. When raw materials are unavailable, they stop production and inform the player of their needs. When raw materials become available again, they automatically resume production.
When trade caravans tell you the goods they'd like next year, the merchants keep that in mind and produce/stockpile surplus goods to sell to the caravan next year. If another caravan offers those goods at a lower price, the merchants automatically purchase the goods from it to resell those goods to the caravan that needed them.
When construction jobs are issued, foremen manage the dwarves and make sure they don't accidentally cause cave-ins, or trap themselves, or block the construction of a wall section or something.
This way, the player is freed to think about designing a fortress, rather than trivial details like what order walls need to be built in to build all the requested walls, or how much underwear and socks the dwarves need.