Hmm. I see what you're saying, but I think I have the same reaction to it that you have to the screenshots in the blog posts
Cases not handled, as far as I can see: market having both supply and demand of the same commodity (just showing the net isn't enough); market having both imports and exports of a commodity, but no local production or demand, because everything is shown in terms of supply and demand, which doesn't necessarily apply; higher-than-demand stockpiles of a commodity that's in demand.
Also doesn't differentiate between imports/production, and exports/consumption. E.G. are the organics that are being consumed produced locally, or imported?
It also feels, at least to me, considerably more difficult to parse at a glance. Say I look down the left side to see what the demand of the market is. That's already more eye movement than looking at a smaller area dedicated to demand.
Then, all I see are colored bars. If I want to figure out what all the commodities the market needs, I've got to, for each bar that points to the left, either read text or look at an icon to the right. Or remember what color is associated with the commodity, which is another requirement (each commodity having a unique color), which would be rather mod-unfriendly. Plus this isn't going to be good if one is color-blind.
So just to figure out what a market needs, it's not a glance, it's a bunch of looking at it closely and trying to remember what's what, because the info is spread out.
The point I'm trying to make is even if it looks cleaner, it feels a lot harder to actually use to answer some of questions the player might have when looking at this screen. They are "what does this market consume/produce/export/import", and "what demand is met/exceeded/etc" and the UI is built for those.
There may be other questions that turn out to be important, and if they turn out to be hard to answer with the UI, then it'll need to be adjusted accordingly. This actually brings up another point: which set of questions did you have in mind when designing that one? It doesn't seem to be the same ones - rather, it seems to be about answering the "demand met/stockpiles built up" questions, but not the other ones. It might then be useful for a pure "do I buy/sell this here or not" use case.
Which, fair enough, is just about what matters right now, but not in a (not too distant) future where markets are something the player has a direct hand in.
Edit: I do also want to say that I appreciate the feedback and the suggestions, and the time you've taken to mock this up. It's interesting to think about these things!