I don't know what those podcasts were about, but I can pretty much guess. It's the same old problem when someone tries to commercialize roguelikes, it has been tried long ago.
Funny thing is that ADOM is trying to do that, but it only makes the game worse! It's hilarious. You know, all those sucky animations and sound effects adding nothing to gameplay, if making it just more annoying.
There's been actual discussion about UI of roguelikes. I think these days it's unfair to judge games that are from 90's and some even started in 80's! And on top of that I think key-per-command is great UI design if it's used properly. That said it's also possible to reduce the amount of direct commands and use menus for less frequent commands, but key-per-command is still a viable solution.
Another problem is that there is not much commercial appeal in tile based game with lot of complexity. It just doesn't work that way. It's much safer for commercial developers to choose easier games for making money. I know they look at roguelikes as a niche market, but is it really worth all that trouble? I don't think so. If you just want to make money it's better create something for today's fast mobile game market. Easy gameplay with immediate hook. That's the recipe for winning.