Well, with savescumming, the game kind of already supports this. Send a team of "explorers / geological surveyors" to a site first, and have them write down what they find there, as much as you think is proper. Maybe they only take a day or two to pass through the area, as they make notes of what ores, gems, and common stone types are already exposed to the air, as well as what plants & animals are present. OR, maybe they make an in-depth study (literally), taking multiple core samples to try to determine factors like exact soil depth, the locations of the caverns, and the position of the nearest magma source. Roleplay it; do whatever prep-work you think your dwarves, and their home civilization, would do to support your future settlement. Then savescum, and embark for real.
But, as far as tweaks to the game are concerned, yes, you have a very real point. I consider the embark screen "broken" in that it knows whether or not there are no, one, or multiple metal ores buried deep underground (How would explorers magically know this, for sure, without actually going to see?), but yet it cannot tell us which metal ores are already sticking out, right on the surface. ("Shallow metals! Awright!" . . . . "Oh. Nickel and zinc. Whoopee.")
What I would like to see is a setting in worldgen that determines the "prospecting" skill of the embark screen. All the way down at Elf, all it knows is the plant & animal populations of the area, the approximate ratio of stone vs. soil at the surface, soil depth, and whether or not there are already-exposed metal ores. Crank it up to Human, and you'll be able to see which ores are present, and a guess at just how plentiful each of those ores is likely to be. You'll also get a rough idea of what's probably underground. ("Dude. This place is right between a lake and a swamp. Of COURSE there's going to be an aquifer here.") And up in the Dwarf range, you'll get predictions of how much of each type of ore is likely to be present in each of the Shallow / Deep / Abyssal ranges, as well as predictions about things like the depth of any aquifer(s), the number of uninterrupted layers before the first cavern, the known populations in each cavern, and the location of the most convenient source of magma. And the higher you set the "prospecting" skill, the more accurate those predictions will tend to be. In worlds generated with lower prospecting skill, you can still access that more precise information, but you have to spend a good chunk of your embark points to do it.