I've been playing my first fort since 0.34.11, (or possibly before. I don't recall, honestly.) It took some time to re-learn the controls, and the new raws for Dwarf Therapist showed up just as my fort had passed 50 dwarves and playing without it was becoming almost completely unmanageable. I've been trying to play in a less OCD way, because re-rolling worldgen 50 times and then re-rolling again whenever I didn't find iron or the landscape was the wrong shape or I made a mistake pre-planning the entire fort is probably what killed DF for me last time. This time, I'm going to roll with the punches and try to hold the fort until FPS death or regular death!
Anyway, my current embark is in a fairly unremarkable dense forest. (Nothing too fancy, since I'm just re-learning.) The good: Lots of trees, a river in one corner, no aquifer, and possibly more native gold than I've ever seen on a map. The bad: No useful metal, no sand, no clay, and (despite what the embark map told me,) no flux so far. Never tried to stick with a fort without metal before, we'll see what happens.
I didn't have much to trade the first fall, but in the second year I was able to buy various metal items to smelt. Unfortunately, right as I bought enough iron and steel for weapons the second autmun, a cyclops showed up, and I didn't have any traps set up, which was dumb. I was able to seal the fort entrance, and I scrambled my smith to make real weapons for my squad to replace the training weapons. The cyclops massacred all of my above-ground livestock, but when I finally counter-attacked, I only lost one recruit, so I'll call that a win.
Long term, I'd like a lava moat, but without metal or glass it's going to be hard. I may try to do it using lots of minecarts. It'll be suitably dwarfy and tedious, I guess.