Well, I got back to building fortresses lately after a long break, and so far I'm now always playing with a few rules
- Flat areas with aquifer only
- Either completely walled in, meaning no immigrants, or more commonly, always open access to fort, meaning no camping out sieges
- All workshops and raw material stockpiles will be outside, for that Isengard feel. Especially forges.
- All living will be in houses or towers, not caves.
- The graveyard will be genuinely far away from the fort, like under a distant hill, and fine, even if it means death.
- Outdoor farming only (unless impossible).
- Workers only work the skill they're skilled in, only peasants haul, and no unnecessary action.
To elaborate on that last one: Time is valuable, besides, expanding usually ruins a fort, so everything must be kept at minimum. Anything will only be done with a pre-set goal. For example, if you're finding you need weapons, mine for iron. If not, don't. If you're starving now and then, plant more food. If not, don't. If you seriously need something in trade, only then make things for trade. Else don't. Clothes only if they're getting worn out. And so on. You get the idea. Don't build bedrooms before you have the people to sleep in them, it's not like you're supposed to know the game sends you insane amounts of immigrants. The exception is city walls, which I always build.
The net result is... much of the fortress' population is always hanging out in the meeting hall. Great, right? They're happy, and construction projects usually also get done pretty fast. Lye makers will be lye makers. Usually also die by first siege because that's when the military is formed. It's more enjoyable than being super-safe and effective.