the longer you play, the more you learn, and the more you with you did stuff differently. such is life.
one lesson that takes longer to learn is this: if its a major hallway, it MUST be at least 2 wide. this matters the most between your food storage and legendary dining room. If your fort has only 1 door, make it apply from your entrance hall to your storage areas. 2-wide is the widest your entry should bem you need those doors.
the entrance should, ultimately, be far enough from everything else that you can build above and below it, so you can add in your aqueducts (or magma floods) when your ready for them.
i like to work with a cage trap before a door, and then alternating stonefall and weapon traps, using large serrated glass and wooden spiked balls for most of it.
for best results, have a bridge over a pit, then your depot, then a stair down and a short hall of traps, and a door before your storage areas. then put the main entrance of 10,000 traps somewhere else. you WILL get a seige during trade, and you need to be able to protect your depot (trolls will destroy it if they can).
aboveground, build up a tower overlooking your entrance. build it tall, put an ammo stockpile of metal bolts inside, and fortify the top. your archers go there, where they can shoot death down on the invaders that walk into the traps. make sure you can lock them up there, where its reasonably safe.
there should be a bridge outside your entrance over a pit, with remote retraction. this can be usefull if you can get the goblins inside before they try to flee, and cut off their escape so your archers can have fun. archers are #1 for killing titans.
cage trap is on the outermost layer, so you can catch the mega-beasts before you lose doors. tame the dragons and have fun.
for a good siege, invaders need to be forced into at least 20 traps imho. that should be enough to break them. remeber to glass ceiling that trap-passage to help keep dwarves inside, and forbid loot as the enemy dies.