Just skimmed through. Nice guide, but a few things:
-Worldgen will affect the number of curses (werebeasts, vampires, necromancers etc.)
-It will also affect the number of megabeasts. They don't reproduce, and most die eventually, so numbers will dwindle in later years
-Because of the previous things, it'll also affect the name of the age (age of myth, legends, man, fairy tales etc.)
-I haven't had a dwarf asking for shell since 40d. Might just be me.
-Cats aren't really required, I've never had vermin problems, and we all have heard of catsplosions...
-Initial skills do matter for the preservation of materials used in training. Other skills are very rare and valuable (namely, medical ones), and it's often a good idea to have a dwarf at least decent at them at all times.
-Domestic animals are good for meat, another food source. Pigs don't need any food at all, and are quite big.
-Smoothing&engraving will also lead to more invaders due to more created wealth. Might want to point that out.
-Low quality adamantine shields are worse than steel ones for sure. The rest is arguable, and there are some weapons that will do less damage to heavily (in the literal sense, with heavier metals) armored dwarves than fully adamantine-clad ones (I can't remember which ones off the top of my head though).
-Clay is a very good (free and infinite) building material, although I agree that crafts aren't really worth it.
-Gold&silver are only a few metals that you can use to increase room value.
You seem to ask the player if they want a challenge, yet tell them to build traps for everything instead of trying to use siege engines or a formal military. I've played both sides, and I can safely say that it's a lot more fun to do the supposedly easy stuff while not using borderline-exploit mechanics (cooking, crossbows, traps etc.) than to find the most difficult things in the game and use exploits to win. It's especially satisfying if you actually do beat a challenge while limiting yourself to the non-broken parts of the game.