Changing evilness/goodness of air biome z-levels actually sounds like a nice way of tricksying otherwise useful embarks into having some nice flora potential and random crittering. Sure, you can just find the right spot, but why not always have giant eagles fighting skeletal vultures as your dwarves tend their air-garden platforms?
I'll have to fiddle with it a bit, and see if there's any distinctive geographic good/evil features that occur or are allowed on steep/shallow inclines/cliffs once the values are hacked. Especially including after fort retirement, if it offloads the hacked values properly, and world-gen continues a little. Not really sure what I'm expecting, but if air tiles manage to go to ground due to erosion, some weird stuff could crop up, if erosion continues (although it would be a niche case of backwards erosion, or "slumping" of cliff faces, into previously air-type tiles. I don't think erosion works like this, or in extended world-gen after retirement anyway). I think it's just pops interactions, not geology, layout or erosion that happens in the post retirement world-gen gap.
Still, it might be a simple cure-all for the world-gen thread of "sure, you can have all that anywhere. But only in the air, and only for aerial creatures". So have all the multi-biome air-gardens and pegasi you want, but no unicorns. Just run this script that changes three z-levels of air to good, neutral, evil, and don't call me in the morning, because problems WILL persist.
Actually, as a question, precisely how much can we change about air z-levels? Just good/evil, or the whole panoply including savagery and actual biome (IE, throw a savage/evil tundra z-level in, and a calm/neutral tropical one, and a peaceful/good temperate one)? Just to make world-gen questions REALLY easy to answer, because hacking 3-6 air z-levels in a script is a lot better sometimes than giving actual advice and the time it takes to do so.