Spacebattles, eh? Will have to take a look.
I'm not an expert on much of this stuff. I played 2012 for about an hour when it first came out, and just started fresh about a week ago.
One of the nice things about the embark previews now, is it tells you straight up if you have flux or sand in one of the first few layers. So it's easier to find what you want without having to embark and re-embark.
Can't comment on LNP specifically. It makes some modifications to the RAWs and includes a memory hack program that replaces the SDL code with essentially a DF-rootkit. One of the things it might do is disable aquifers.
I play unmoded except for graphics, these are my current favs:
http://dffd.wimbli.com/file.php?id=2087http://www.bay12forums.com/smf/index.php?topic=138697http://www.bay12forums.com/smf/index.php?topic=105376.0Vamps don't have to be a problem. They'll get thirsty and feed on a dwarf every so often, but if you take the time to identify them by sorting through your units list for dwarfs that neither eat nor drink nor sleep, you can ferret them out. Then its just a matter of sticking them in their own squad or burrow or locking them in a room, or pitting them in an arena. They can be a perpetual motion source for a pump or lever, or operate a workshop, or you can use them to contaminate a well to make a vamp military.
I think the "need alcohol" thing is a placeholder for not having fed, and it goes away after they drink. I'm not 100% certain on that. The stat boots from being a vamp should outweigh the penalty for alcohol withdrawls though, mine are super fast. And I think you can always pit them an animal to feed on.
Not sure if Necromancers need LOS, or if they have a range, or if they can reanimate every random thing on your map. Have not had one yet, myself.
Minecarts are indeed a method of quantum stockpiling. One of the best methods i've heard is a two-pile system, with a two tile cart track joining them. Main pile accepts from anywhere, and feeds the small pile through the cart. small pile only accepts from the feeder pile. I am intending in my current fort to have workshops specific to individual stone types (or whatever resource) and feeding them with quantum piles fed by carts. We'll see.
Constructions and bridges are still undefeatable by building destroyers. Some attackers (animal men tribes, some cavern creatures, titans and forgotten beasts) can fly. Also, gobbos can sometimes have flying mounts. so... your bridge would need to actually make a full seal to a roof when closed, not just cut off walking access.
ΘπÆ┼ is more than enough. I make the stunty little buggers sleep in a common room.
There is no more economy, for now. So, no rents, no wages, no dwarf-run stores. No Guild representatives, no Cults... I particularly miss those last few elements.
You still get a manager and nobles and such. I think there were some significant fixes with nobles and consorts and all that, but I can't remember what the specific deal was. Foreign nobles (diplomats, liasons, generals, etc) are replaced each time they leave your map, so you wont see the same guys invading or trading twice. They will be reappointed though, so no fear that traders or invaders will stop coming... Though I do think that mounted invaders stop being mounted, after the first time you meet the guy who tamed the animals (part of the world-gen process).