Well, simulation and construction are essentially the selling points of the game. Simulation moreso, now that games like Minecraft are getting in on that whole "construction" thing. However, gamism is also pretty poorly represented here as an example. Captntastic describes it by focusing on things that most don't necessarily consider positive. Gamism, as described, essentially amounts to "dumbing down". Nobody who plays DF wants a simple game, if they did they'd play something else instead. Gamist concerns are more about resolving things into an enjoyable experiences, and treat accurate simulation and compelling narrative as merely tools towards that end, often less important than the nature of what the player directly works with. While it's accurate to say that gamists would like access to a challenge and a fairly smooth difficulty curve, and coherent mechanics could be considered gamist, although that's vague enough that it isn't a useful criteria for this discussion. However, "points" and "high score" are not really accurate. True, the notion that success should be rewarded is ultimately a gamist one, but rewards can and should be more like "kill the monster, get a reputation bonus and a bounty" or even "successfully carry out a heist, get the stuff you stole". "Slick loot" as we see it wished for in DF is more of a narrativist thing; people are mostly satisfied with the power scale of items in the game, and thus want interesting things rather than powerful things.
Speaking of narrativism, that's a philosophy that really shouldn't be overlooked, and considering how often it's mentioned in the same breath as simulationism and gamism, I'm surprised it's not mentioned. People who want interesting stories to arise are a pretty substantial portion of the DF-playing population, and the Adams brothers seem to share some narrativist values as well. Although Toady seems to be mostly simulationist in mindset, it's worth noting that he doesn't mind abandoning pure simulation in favor of the narrative, as with the plans to redo the personality system.
As for myself, I'm decidedly simulationist. I like that the game can have such diverse and solid systems, even when I can't actually interact with them directly.