Then you are saying that the current version of the game is unsuitable for the average user, due to worldgen params, machinery, the military, underground farming, moods, even the ASCII graphics and pretty much every other regular question that comes our way on the Gameplay subforum. A lot of users can play without looking anything up, simply by figuring things out on their own. But of course, that's not an average user.
There's a difference between having to look up documentation and having to learn a scripting language, especially a fairly counter-intuitive one. A big difference.
Regarding underground farming, there do need to be easier ways to get that done, in particular the player should be able to trivially tell dwarves to dump water on a given tile (but not necessarily from above). Regarding the military, yes, the current system provides so little feedback and is so quirky that I
don't consider it very acceptable (mainly with feedback, though).
ASCII graphics are just a matter of recognition, and tilesets are available anyway to ameliorate that problem for a lot of people.
Obviously, there are a lot of things in the game that need to be made simpler for the player to understand and deal with. I think that everyone knows this. I'm not going to defend the military interface, or the lack of ability to irrigate ground very easily, or any of a number of obscure things the game ought to tell you but doesn't.
However, that doesn't mean that new features should be implemented that are even
more impenetrable than what we already have. Just because the game is unnecessarily difficult to deal with in a lot of ways does not mean that this should be accepted as the norm for new features, especially features that are intended to make gameplay
less frustrating (like automating fortress behavior). The opposite trend should be true, and for the most part that seems to be the plan.
As far as in-game conditional orders are concerned, I think a lot could be done simply with a guided user interface. After all, one rule that needs to be followed here is that, ideally, a feature should be intuitive enough that a user can achieve what he wants with it simply by understanding what he wants. In this case, if a user wants X to happen under Y conditions, as long as condition Z isn't true, then he should be able to do that without the interface getting in the way too much.