Most forgotten beasts and titans aren't that scary.
Unless they are made of metal or something equally difficult to destroy AND have a syndrome or something, they can be taken out reasonably quickly.
Emphasis on "most". Deadly dust=quarantine everything or the fort falls. Deadly blood=quarantine that area, forever, or the fort falls. Metal body+ any of the above=devote all future energies to killing it with a cave-in.
As far as (not-yet-mentioned) new stuff:
Hospitals actually work now! Crutches are functional, but Traction benches can bug out by keeping a dwarf in traction forever (if they do, remove the bench). There is still a little bug with injured dwarves not thinking they are injured but also not doing anything other than lying on the ground/getting thirsty. Only way to fix that is reinjuring them, possibly with a cave-in
Zones, not sure if you saw these yet: zones are designated with "i" and now are used to designate pastures, because many herbivorous animals need to be pastured in a grassy or mossy area or starve.
Necromancy is not just for your enemies: if you find a book teaching the secrets of life and death in adventure mode you too will gain the power to animate bodies and body parts as friends. You can then retire and get the necromancer in a migrant wave. Note that their zombies will not be friends with anyone but other necromancers and vampires.
Minecarts are most useful as ridiculous weapon systems, since it has been conclusively shown that a minecart can throw water with enough force to explode a giant blue whale into constituent piece with a single load.