I wouldn't be so annoyed with combat in DF if it were deeper, though. In Fortress Mode, you pretty much just unleash your military, and then mop up the mess afterwards. In Adventure Mode, you only have real control over yourself, and still pretty much go with Attack Attack Attack as your strategy.
Compare to games like Hammer and Sickle, a Russian-developed X-Com style of game. In that, I might do something like see an enemy ambush up ahead, and decide to get the drop on them first by climbing in the window of one of the houses stealthily, and killing the soldiers in there, before using my main character, a sniper, to start picking off the enemy snipers before they can shoot him by taking advantage of a high stealth rating. Then, the enemy AI, figuring out something is up will send in their sweeper squad, but will stop because they detect my two allies that I posted at the top of the stairs, assault rifles ready to hose down the first people who climb up the stairs of the building I'm in. In a bit of a standoff, I decide to C4 the floor (destructable environments) above the sweeper squad, then chuck hand grenades into the hole I just created to finish off my dazed enemies. Meanwhile, my main character sniper is picking off the guards running to check out the explosion. But then, the enemy commander decides enough's enough, and gets his guards to start lobbing explosives at my building instead of trying to fight me with guns. That's combat that makes me stop and get paranoid about how best to proceed.
What the game really needs is more meaningful options about how to proceed in combat, and much better AI in general. (Meaningful as in avoiding "you have three hundred options, but this one is always better than all the others".) That means that having poison gas vials only becomes truly cool when the enemies start throwing them at you unexpectedly, and you have to react to an unexpected change in enemy tactics.
Hopefully, this will change somewhat with the coming of the martial styles, but I'm not sure.