...not a direct and personal reply, just a handy reference to jump off of in restating my usual opinion...
I second this. In the same vain, world gen is very very slow.
When I first started playing, I'd start a worldgen at the end of the day and let it run. By the morning I'd have a genned world waiting for me. (Initially, that being done, I enjoyed the worldgen map, scrolled round it, and probably genned another one later, just to get another. I certainly took a while to learn how to properly
use that map, with much stupidity along the way, including being unable to reliably feed my fortress, hence this username.)
I have really never had FPS Death in a fort. Not because of brilliant machines (rarely was that the current reality), not because of clever FPS-sympathetic designs (I design mostly for multipath fortresses that makes for efficient game-time for each dwarf but apparently
really slows play-time) and not
always because I'm abandoning/not continuing fortresses early (if I do, it's because intentions and 'game reality' fail to mesh to some insurmountable degree).
I just do so much micromanagement that, most of the time, I'm often on pause anyway whilst juggling designations or managing dwarves (direct or through Therapist) and waiting a significant craction of a second for the next bit of action is irrelevent. Not like an FPS where you're wondering if your strafe command has gotten through the keyboard/mouse and you're in doubt whether enough (or too many!) of your shots are going to end up going in the desired direction once the cause of lag gets resolved...
The one FPS-Death instance I could tell you of was Adventure Mode. As best I ever could tell, deep below the terrain I was walking on was some sort of badly generated caverns/etc, where magma/water/both busily flowed around and through some discontinuity (or perhaps Clowns had found an open flap on their circus-tent). I tried to map the area of effect by setting up campfires (it was just after bogeymen were introduced, yet all I saw on the surface was a normal amount of wildlife) but it got far too laggy so I never got to find out if the campfires even survived chunk un/reloading as I tried to establish the edge of effect...
Obviously, my style of play (and expectations/tolerance) is not typical of everyone, especially those with issues to declare in the vein of this thread, so I'm going to be a lonely voice here for various reasons. I do not deny that someone else (new to the game) could be put off before learning the various joys and peculiarties. However, the situation is
much improved from the 'good old days', if only because CPUs are given GHz speed-ratings rather than MHz ones and physical RAM has had a similar degree of Moore's Law upgrade (with disc-access being faster too, when it
does need to page-swap). And whether the Premium-Capable release has optimisations (not outweighed by additional resource-sapping 'improvements') is as yet unknown. I suspect there'll be some rewrites making it not just two-thread (as it became in my time) but capable of better using 4-core-or-more systems, or maybe using even single-cores more efficiently overall.