One correction to an earlier post most evil biomes have reanimating dead, but not all.
Quantum stockpiling with minecarts is incredibly easy once you get one working. As far as the hauling updates go, you can ignore that stuff while you re-learn the game. Although assign three wheelbarrows to any stone stockpiles (make wheelbarrows in carpenter shops or forges) to help with the hauling.
Burrows primarily replace the inside vs. outside civilian restrictions (and work much better). You can define exactly what tiles are safe, and send the civilians there when a siege comes. They can also be used to define where the military goes (although guarding a specific spot is easier for a one-time thing). And individual dwarves can be assigned to a burrow and they won't leave it unless absolutely necessary -- use with care, a master armorer set to stay in the forge won't build anything if the metal bars are outside of the burrow.
Vampires can show up anywhere, not just evil biomes. And since they don't sleep, eat, or drink, they socialize more, becoming more popular, and often ending up as your mayor.
Werethings normally have a camp near your fortress (not in your embark, "near" on the world map). They show up at the edge of the map in were form, but in my experience, they almost always have changed back to human (or elf, or dwarf, or whatever) before even getting close to any of your dwarves. If you see one, send out the military, you might get him before he escapes. (However, the forumite "Loud Whispers" has a long running fort with several werecivets in his military.)
I hate to burst your bubble, but it no longer lets you embark on top of existing settlements -- although I think there is a way around that with dfhack...
Channeling now automatically adds an up ramp in the lower level (unless the lower level is empty already). It actually makes things much easier. Also, rivers/lakes/ponds/etc have ramps at their sides, falling into one is no longer a death sentence.
Military has also undergone massive changes since you last played too, there is too much for one post, check out the wiki for that.
Every embark now has magma, there is a magma sea deep in the earth. There are also three cavern layers that have special mushrooms trees, and new underground creatures, mostly hostile. Each cavern is a little more dangerous than the one before, but they aren't TOO bad. They do open you up to Forgotten Beasts though: procedurally generated semi-megabeasts that range from "an unarmed child can kill it" to "a legendary military is likely to lose to it".
I'm sure I missed something, but that is all I have for now. Enjoy!