The basic idea is that the fortress is spread widely across one deep z-level in the way human neural system works...
If the human neural system was limited to 2 dimensions, mapping it might(?) create a diagram a mile square - that's a blind guess, but 3-d is BY FAR the best (and "only") way to be truly efficient.
You don't have to make it a perfect borg cube (although...), but making workshop pods maybe just 5-levels high cuts travel time massively, and more is even better.
- Starting with digging skill dwarfs is a waste. In a year my brave team of 7 initial dwarfs with no mining skill became proficient miners
Yeah, this is 100% subjective.
If(!) you start in a calm/forgiving area, yep, don't need Mining skill to start, but only b/c there is no rush to get your dwarves and supplies underground.
HOWEVER, if you start near a Tower, or at war with Goblins, or in a Savage area, or an Evil area with evil weather - or just have very little soil that speeds up digging (and training) - then things start out less forgiving, and you may regret the speed that a trained miner enjoys.
So def a "ymmv" thing, and your mileage is based on what else is on the map with you.
Survival on haunted location is close to impossible...
See above.
Also, if you know it's haunted, then it's "Make mine COMBAT!", and you have to focus on that over other skills. Starting with 6 combat-oriented dwarves (probably hammerers) and a Miner (for the above reasons) allows you to go out and clear out the "welcoming committee" before your migrants arrive.
Other aspects of the fort grow MUCH more slowly, but it IS quite doable.
- Rooms and furniture take too much space and efforts
If you say so. Others may disagree, but "fun" (small "f") is where
you find it, so ignore them.
.
- Crossbowdwarf corps take too much efforts to establish and run
See previous.
- Four 5x5 stone warehouses with 3 wheelbarrows each is better than one 11x11
Yeah, the "3 wheelbarrow" vanilla limit on stockpiles is just absurd.
(DFHack allows you to set the number at whatever you want -
mui mas bueno.)
- Meeting places are full of dwarfs of different trades so it's hard to see where to apply some micromanagement
Dwarf Therapist allows instant view of "no job" dwarves. Try it, you'll like it.
- All your efforts to make centralized short-travel frotress will not stop dwarfs from doing something but something you need them to do
Welcome to DF.
(and your English is great, didn't even notice any hiccups that a native speaker/typer wouldn't have made!)