For 1, I've noticed that sometimes Pre-set value world's can have certain stubborness. Changing an elevation of a tile near river by 1 might result in nothing, the river course changing subtly, or different river map. In first case, you have different parameters result in exact same worlds.
For 2, well there's earlier in this thread mentioned no hfs/magma resulting in caverns open to surface + empty volcano behaviour (unless the volcano is in NW corner).
There's also the supertall cavern behaviour that can be forced to happen with painted strips of 1 elevation ocean - 100 elevation land - 400 elevation mountain all one after another, and then embarking in the 100 elevation land.
Areas with deadly cold or deadly hot can be weird as well, especially adjacent to normal areas - serving as kind of superevil weather where organics disappear, creatures go missing (and can't walk on in case of too hot). I recall vjek managed a reanimating waterless embark where dwarves died if they got caught in normal rain back in DF2014, I expect history would change but geography would stay the same at least in 43.03. There's also vaporizing waterfall floating around somewhere, and colder instead downfall creates a natural water cistern - that's then going to cause spring floods if the colder area is merely "temperate" cold.
Air biomes are neat in how you can have other creatures, undead, reanimation, evil rain, cold areas with tropical areas on the side/down/up. You're always going to get the one in 1 region tile NW of your embark region tile, and possibly other directions as well.
What else, uh...Well, the people in camps you embark on might be hostile, might ignore you or might even petition to join you fort. Last could be interesting RP-wise, though I'm not sure I'd call it weird.
PS: you likely want to remove minimum counts to avoid rejections - they're there so that you'd generate a "standard" world, after all.