Of course, this is an open alpha, and will be for the forseeable future, and as such, we are supposed to all be bughunting, and it would make sense if we were given the tools to do such.
Beyond that, we could get by without numbers if we were still given the relevant information. We don't need exact experience point values, for example, to really understand how skilled a dwarf is, even if the 15 stated ranks require a trip to the wiki to understand whether "accomplished" is better than "expert", and THEN there are 5 unlisted skill ranks.
For stats, however, there really is no useful information, as they are all relative to caste standards, which is very confusing when you have custom castes that may less strong or more agile than other castes. They don't even tell you when something is rusting, when something has gone up, when something is nearing the maximum allowable for that creature because of the fact that there is a cap on stats that is set at twice what the value of the stat the creature was born with, which may very well not correlate with a "very high" value in text, leading to fruitlessly grinding to try to improve a stat that has hit its cap, and there is essentially no way for you to understand, without explicit experimentation, exactly what tasks correlate to gains in what stats, anyway.
You essentially need to hack the game just to understand what the heck you are doing in the first place, which is my original complaint. The problem isn't that I need a perfect understanding that can only come from explicit numerics, it's that the "descriptive text" doesn't describe anything relevant.