It's really less complicated than the current system. You can see the skills of every dwarf in the fortress, you can change the skills of every dwarf or group of dwarves in the fortress at once, and you can roll the list into one chunk and make sure all jobs are represented instead of going through likely dwarves or ordering something done and then waiting to see if any dwarves have the relevant job. To find the information shown in that screenshot in-game you'd need to look at two different screens for each dwarf, and you'd have to return to the unit list between every screen viewed. And you'd have to make your own notes while doing it.
What IS that? Looks a bit like therapist with more messed up skill level symbols... but man, the attribute screen is a must have. Is there any way to view it in Dwarf Therapist?
The line glyphs are the default, I believe. In older versions it was something else, the growing box maybe. To view physical attributes you need the DT clone linked
here, and with that clone you get some other features as well. You can view the ages of animals and select them for butchery, which is handy for creatures that are ageing or that achieve adulthood before they're fully-grown.
That view is pretty much read-only. The only jobs that can be toggled are Siege Engineer and Siege Operator, which are only nominally military. The rest of it is for looking at migrants and seeing which ones are good military fodder, or for examining current military and checking on their progress and mood and ability to not drown in an oversized puddle. Having all that information to hand means you won't end up putting a glass peashooter with no skills in your military, and maybe you'll find a dwarf whose stats and skills make them lousy in combat but great instructors.