1: If you started near an ocean, it may all be salt water. Use 'i' to designate some ground near a pond, and see if "water source" is an option. Aside from that, your dwarves should really be drinking booze. If the happiness bonus weren't enough reason, sober dwarves are friggin' useless.
2: Big thing: turn off tile variation in your init file. It makes floors seem much less cluttered, because an empty floor is a '.'
3: Yes. Miners need picks, woodcutters need axes, hunters should have crossbows. Nothing else requires tools.
4: Because you only have your two starting picks? Build a forge and smelt some new ones!
5: It takes a while to build bridges and such. Your architect dwarf has to haul all of the building materials to the site before you see any progress at all. Use 'q' to look at the building and see if it's inactive or not. If it is, give the asked-for skill to someone idling. Over time, almost all my dwarves get architecture.
6: Not much, atm. In the old version, human wagons would not travel on anything but roads or smoothed stone, so we had to build a road to the edge of the map to get wagons. Now roads are just there to look purty.
7: Your local map's size and location on the world map is decided at the time you embark. You can't resize it, sorry.
8: It is. I usually pause the game each wave of immigrants and sort them then and there. I've got three or four job sets dwarves can fit into, depending on what I need:
carpentry, masonry, stone detailing, all the crafting, weaving, clothesmaking, wood burning, furnace operating, blacksmithing, metalcrafting, plant processing, architecture, butchery, tanning, leatherworking makes for a good general purpose craftsdwarf. None of these skills really require a high skill level, so it doesn't matter to me that my mason decides he's going to make some charcoal.
Then I have some uber-specialized dwarves. A few of them farm and brew, farm and cook, or just cook. I've dwarves that just smith weapons or just smith armor as well. High quality products of these jobs provide substantial happiness benefits and trade goods, and help my military live that much longer/not kill each other in training.
Everyone else is given an axe and pointed in the direction of the goblins.
[edit] holy hell, I missed half your questions.
9: Dwarves can do all jobs at the same time, except for mining and woodcutting which require different tools (note that you cannot select both). Some jobs take priority over others though; fisherdwarves will do nothing but fish all damn day, which is why I never ever use them. Apart from that, it might be a good idea to take hauling off your trader and specialized dwarves, so they don't decide to stop doing anything useful and start dragging a stone from one end of your fort to the other.
10: It makes the room better which makes dwarves happier, mostly. Archery ranges need a certain size for a decent firing distance, you'll want a large barracks for homeless dwarves and a large dining hall for the happiness bonus.
11: The Manager screen allows you to "place an order" for a job without fussing with individual workshops. You'll need a manager (nobles screen) and a chair for him to process stuff at. You can't request finished products, but you can request all the steps in the assembly at the same time, and the later ones will just spam annoying job cancellation messages until the previous jobs are done.
12: Shift+> will go down, shft+< goes up. The 2d version did have caveins, but the cave in code is not implemented in this version. Supports are basically walls that you can rig to collapse, good for traps.
13: Thieves. Kobolds "siege" every year or so, consisting of a few inept thieves who try to sneak in and steal stuff. Cage some animals at the front of your fortress so that the kobolds can't get in without brushing past them, and they'll spot the kobolds nearly every time, scaring them off.
14: Pets have a number of similarities to vermin in Dwarf Fortress. They're annoying as hell, slow everything down and exist only to be slaughtered. The difficulty is in getting them to STOP breeding. On the bright side, you can get a tiny amount of meat from them!
15: Don't bother with potash. Fields don't really need fertilization, and wood is far too valuable to waste on them. You can make mud by pumping water onto dry land and waiting for it to evaporate or run off.
16: Farmers clear areas when building the farm, but there seems to be no way to "clear off" an area of stones and crap. That'd be rather nice, actually.
Smoothed stone makes dwarves happier to walk on or less unhappy to sleep on.
17: No, losing is fun. Blood for the dwarf god!
[ December 13, 2007: Message edited by: InquisitiveIdiot ]