I like staying close to vanilla, but trying to pack all the Fun vanilla things into a game as quickly as possible, too. Here's how that works for me:
Pre-scout the evil weather for the region. Not all evil regions are created equal. Make sure it reanimates. Look for evil creeping clouds that create thralls/husks. If the weather material is a dust, then leave all splatter spread on and the thralls will bring the evil dust to you.
Some very rare evil regions will appear to rain a harmless liquid, like blood, but have a weird quirk where any creature entering them instantly is taken by a thralling/husking curse. These regions are impossible to survive on the surface, (the game will end instantly on unpausing), but it can be a fun challenge to set up along the border.
Evil oceans are extra good. Pre-scout them to ensure they reanimate so the undead giant orcas can climb from the ocean and invade. Good times.
DFhack prospect to find a sandstone top layer and aquifer, so you have a chance of getting a 10-layer aquifer to pierce.
I like low population and hermit games, so some mods I always apply are:
In world generation, change the titan attack triggers to low population and production values, to get them sooner.
In creature_standard.txt:
Anywhere you see an [ATTACK_TRIGGER] tag, change it to [ATTACK_TRIGGER:1:0:100000] (Or even less for the last value.) Dragons and minotaurs will show up sooner.
In entity_default.txt:
Make sure any hostile civ won't wait as long before sieging by setting [PROGRESS_TRIGGER_POP_SIEGE:0] and [PROGRESS_TRIGGER_PROD_SIEGE:1], and removing any other [PROGRESS_TRIGGER_...._SIEGE] tags.
Consider doing the same with elves and humans and then making them hostile by adding the [BABYSNATCHER] tag.