Refuse's miasma, sieges, and caravans keep me tethered to the surface to some extent in pretty much every fort. Otherwise, I'd be entirely underground, in the region of the 1st cavern level (I switched to 1-cavern worlds shortly after their introduction, for lag reasons).
I started out having short topside forts (~2-3 zlevels) with some archery positions, a meeting hall, refuse/butchery, some farming, and support infrastructure for the trap-heavy main entrance (mainly magma trap stuff) with the bulk of the fortress near-surface underground.
For a while I tried more surface-intensive forts, but they wound up boiling down to oodles of micromanagement only to gain more exposure to goblin archers, building destroyers, and flying menaces, while coating themselves with liquid-contaminants in 'light' areas dwarves would never clean (though that last part has changed in recent versions). Next I tried moving to almost-fully-underground forts, treating the 1st cavern level as my "surface" instead of the sun-lit world. That proved far more fun imo, but getting caravans & siegers to come down was problematic, and miasma-management was annoying. Plus, this made caravans exceptionally easy prey for ambushes/sieges, so the surface became coated in loot. Even regularly setting fire to the surface, or flooding it with magma, couldn't keep it clean for long.
Nowadays, I'm relatively close to where I started. I usually have a 2-3 z-level surface fort for siege defense, surface hunting/lumbering, refuse & butchery, and caravan admittance. The 'real' fort is then down by the 1st cavern level, which makes for a lot of hauling in any industries that require both realms. I vary on where I put the farming and the trade depot - more fun to have them down with the real fort, but vastly easier if they're at the surface.
The underground forts just seem to provide so many more options, and its so much quicker to progress on most construction project. And you still have easy access to wildlife, FBs, and trees, without needing to worry about kobolds or goblin ambushes. Magma, water, and ores are (more) readily available without long hauling trips or pump stacks. And no cave-adaptation issues, either.