It's not all good though, there are quite a bit of UI annoyances, excessive micromanagement, bad pawn behavior and badly balanced stuff.
I really think the micromanagement is part of the charm of this game. It's sometimes annoying, and reading through this forum has shown me a variety of simple solutions relying exactly on that micromanagement I never would have thought of on my own. Which is why I think it's one key to what makes this game what it is. Requiring all the micromanagement gives it a flexibility not always seen in sims.
The UI needs work, but it works for the alpha build that it is. I'd guess that would get touched up closer to an official release.
The bad pawn behavior is debatable, because while it is a thing, much of it is just that you didn't amend the standing orders you've given them. Your pawns are running into firefights to clean the raider blood of the ground? You could have drafted them, or created a zone special for the non-combatants during battles, built a door that separated the battle zone from the rest of the base (and ordered it forbidden). It's micromanagement, but its *options*. The whole game is a balance between tactical and simulation. The pause button is my best friend.
That said, each new build seems to be getting closer to an acceptable 'autopilot'. The options all start when you dig into things a bit more. Making pawns automatically set to flee in the face of danger helps... the next step might be a way to designate where they flee to (a beacon or something), and an extended awareness. But still, really, who's fault is it if you didn't tell your people to stay inside during an active raid.
The game changes drastically when you start adding mods. It gets increasingly difficult to find a good balance. Especially because what one person thinks is balanced, another will entirely disagree, and the next will find some simple micromanagement solution to sidestep. I'm planning on being much pickier about mods for this build.