How is protecting yourself not good?
They are going with the passifism version and are also going Dwarf Centric.
In otherwords a "Good" land is a land that is "good for them". It isn't a hard line of thought to hear. The problem is often that they are so diehard that good lands can only be this way that you are not sure if they mean "should" or if they mean "It only makes sense this way".
Or to sum up: "Evil will always win because good is dumb".
Once again, I have to ask, "why?"
I don't think Good should be more challenging than Neutral. I think it should just be more strange/interesting
A good neutral area has a lot of natural resources and a calm wilderness with few-no preditors or strong creatures and lots of game that can easily be taken care of. This is perfect the ideal location.
A good area may not have a lot of natural resources and its wilderness actually can be full of strong creatures. It at least is tougher.
Now what makes it tougher depends on the kind of good interpretation we are going for.
-Benevolent Lands are dangerous because it aids friend and foe alike and are valuable
--A Goblin raids occurs, the wind seems to be on their back and they are exceptionally tough to wound. As if the land itself was helping them that day.
-Easy Lands / Paradise lands are dangerous because they are so absolutely contested.
--Dragons fighting hard to try to earn a home to live in a land where their young can grow strong. Even working together with other creatures just to ensure the victory.
-Alien Lands are dangerous because they are made for the survival of their own animals that they are incompatable with dwarves.
--Candyland where everything is made of Candy and thus nothing grows and there is nothing healthy to eat.
-Nature Lands are dangerous because the land protects itself and Dwarves are very harmful to the surroundings.
--A land where all the trees have Dryads living inside them, or where the ground is in fact the flesh of the land itself.
-Bleach Lands are dangerous because your dwarves are the evil invaders that need to be espunged.
--A Land where even the mildest bad thought causes crippling pain to the wilderness, making the Paladin Boars mad.
-Too Good lands are dangerous because Dwarves are not equipped to remain productive in such a place.
--Fruits so delicious a dwarf just stops working.
-Whimsy lands are dangerous because they are just good themed but in fact can be just as malicious as anywhere else.
--Fairies who are just as likely to leave a tack on your chair as they are to push you off a fortification.
-Strengthening Lands are dangerous simply because all the inhabitants are empowered.
--A massive titan, the genus loci, of the land stomps through destroying all in its blindness.
The thing is... Neutral lands is all benefits and no drawback. There is nothing strange or exceptional in them to alter how they are played unless a new element is introduced.
A Good land may have benefits (like healing rain that everyone gives as an example... which I wish people would come up with a better example of a good effect and not a "lets reverse what evil lands do") but it also has many detriments.
And yes IMO perfectly neutral forests with mountains should be the lowest point of easy the game should provide unless something fantastic happens in world gen (and I mean... not even "in every game" fantastic)
Also I love how people forget that "Good lands" can be deserts and Glaciers... For some that would mean that they should be hot and water deprived.. or cold and equally water deprived.