I am currently still designing the new fort, and joe, i was actually planning on taking your second option.
I have already designed a food production/processing (from raw plants to cooked meals, and everything in-between), efficient stockpile storage, a workshop design that actually makes sense...
In fact, the ONLY part of the fort that isnt getting walled off is the magma forges (but the complicated rail-system is getting walled off (that thing is a HUGE security concern).
A few things before i actually unpause and start.
1. Why are no labors enabled on like ANYONE?
2. Where did our giant cave spiders go?
3. Why do we have a hundred prisoners next to the pit with spikes at the bottom?
4. Why did you get rid of the gigantic pit of water that half froze. At least when it froze, only one side did... It was a great source of water, as it would refill in the summer/fall
5. What was the overall conclusion on fastdwarf or child labor (assuming i dont get any invaders... and im just walling the entire fort off within a few days of the start)? As said before, it would GREATLY help, but i can still do it without.
oh btw, the entrance is currently a 5 z-level LONG corridor that is gonna be filled with traps
1st Level - Giant Spikes (usually of copper or below, just to wound, 1 per trap)
2nd Level - Hammer Level (1 hammer per trap, copper and below)
3rd-5th level - Corkscrew/Serrated Disk/Menacing Spike (Iron/Copper minimum), increasing in quantity as depth also increases (lvl 3 has one of each, lvl 4 has two of each, lvl5 has 3 of each).
I know the trap hallway is overkill... but its not gonna be broken by ANY sieges.
The planned trade depot is going to be accessed by a bridge and guarded by 10-weapon traps (Standard meat-grinder setup) when it's still not open (no caravan access, we dont need it at this point)