What I mean by init settings is that if you prepare a community fort, and set a goal, and then give it out for people to play, everyone needs to be able to reach the goal regardless of their init settings. For example, if someone sets their population settings such that there are no babies, ever, and no child migrants, and a pop cap of say 1 or 20, and someone else has tons of kids and a pop cap of 200, you want either to be able to compete. In particular, for settings like the single pick challenge, or the starting 7 only challenge, and similar scenarios.
Init settings like invaders, artifacts ( moods ), and a few others can have a drastic impact on difficulty. In any case, I've seen situations in the past where things like the LNP will overwrite existing saved world raws, as well, so if you change those, to stop caravans for example, there's no guarantee that will actually 'stick' for some people.
So, I agree, guidelines like: don't use DFhack are great, except when people want to play with tweaks, or binary patches to fix bugs, or performance improvements. Anyway, you get the idea.
As far as temperature goes, I use 'probe' in DFhack to determine temperature. It's sort of .. odd that the worldgen temperature settings have no relation to what you get in game. For example, the typical below ground temperature is 10015'U, but if you set the temp limits to -1000 and +300, you get something like ~9200 to 10200, which... isn't linear and/or doesn't correlate. Further adding to the muddy water is that these values are completely different with or without a pole or poles (north/south) in the world. In particular, you can't get lethal temperatures without a pole, and/or if you use PSV's to place temperature values.
As well, where the temperatures end up is different based on world size, as is the gradient between regions.
It's only when you have a pole or poles, and you let the game create the gradient that you get lethal temps. Finally, a min temp setting of -1000 (cold) isn't instantly lethal to dwarves walking around, despite it being the lowest you can set, but if something dies, it instantly removes the corpse and any non-metal items. Those non-living items are far LESS resistant and affected far more than dwarves. In fact, if you get a caravan in 9200'U? Everything dies, and everything is destroyed (even corpses) by cold damage. All that's left are metal/gem items on the ground.
I've asked about nasty/evil feature enumeration before, in DFHack, but there was no interest/no response, maybe with the new version I'll bring it up again.