"Well", it's not a complaint about direction, it's more that the ability to create interesting stories hasn't expanded a lot in a long time. Early on in my time with DF, I really enjoyed the exploration, mastering the subsystems involved and developing cool stories out of both my successes and mistakes--but then the mistakes stopped happening because the game
ended and it became a time sink rather than a growing and evolving challenge. I have built most of the stupid dwarf tricks (I have an embarrassingly large attempt at a CPU lying around somewhere) because of the lack of breadth to the stories that can be told, but eventually, I very much hit the end of the interesting and challenging things and reached the point of "this would take a dozen hours to do and wouldn't be
fun." It's not much fun if you can't fail, and the mastery ceiling of DF is much lower than most people think it is; the self-imposed challenges are artificial ones, and while mechanically they can be interesting, I do not find them fulfilling when I know how it's all supposed to work.
(Minecraft would have this problem if not for the tremendous mod support, Forge, etc. that enables you to make what you want of it. Crash Landing is still one of my favorite things in games--not because of the use of HQM, but rather just the profoundly different environment and options for exploring the same rules in a very different milieu.)