There are ways around the interface, for instance Dwarf Therapist for managing jobs (which, tbh, is the absolute biggest "workload" there is in the UI), DFDesignator/Quickfort for designating big areas to be dug out or built from pre-made blueprints and other such programs. But it remains a pre-alpha game, and until the gameplay elements are there, there really isn't much point in sitting down and making a spiffy UI that you will have to change next week.
Unless of course you're a GUI coding genius and come up with an easily scalable UI. But yeah, Toady has stated that UI is not a focus. DF is not being sold, so there's no profit to be made and those who really love the game aren't really bothered with the UI anymore ("I don't even see the code anymore. It's just blonde, brunette, redhead...")