Okay, just out of total curiosity and wanting to see how other people play (and maybe even change my own style)... what do you look for in an embark? (Fortress mode, obviously.)
What do you NEED to have to consider an embark site? What do you really prefer? What's something you look for IF you can find it with the other stuff but it's not really necessary?
For me, I pretty much need to have dwarfs, elves, humans, and goblins all near my embark zone. Not sure why, but my game does not feel in any way complete unless I have all the possible traders, and the excitement of possible conflict. (Considering trying a tower instead of/in addition to goblins at some point, but honestly not all that sure how those work.)
I did until recently need the LACK of an aquifer. I still find it kind of hard to wrap my head around actually getting through those things, and they're a pain in the neck, but I've at least started occasionally trying them out. I figure I'll get more practiced with them in time. I still really prefer to not have them, though. I'd rather not deal with them unless it's the only way I can get a pretty much ideal embark site.
I very seldom embark in a place that isn't a temperate zone, although that's not as necessary. I like the middling challenge - it's not so absolutely challenging as extreme temperatures, and it still freezes up at times, so I pretty much need to create a cistern/water system and well for use in the hospital and such.
I really prefer soil, the deeper the better, so that I have some layers to play around with for underground pastures, possibly tree farms if I feel the need for them, etc. It's fun to sometimes challenge myself with less soil though and figure out other options (like just trying to enclose a surface pasture).
Metals... I don't think I ever have embarked in a zone without at least ONE metal to play with, and the more the better obviously, but as long as I have at least one type of metal I'll usually then prioritize some other things over a bunch of additional types.
I also really prefer clay (and sand, but I don't think there's any way to see if a zone has that before embarking), and would like to have flux stone if I can get it, but both of those can go to the wall if that's the only way to get my other preferences.
I also try to avoid "calm" zones if at all possible, since I love playing with a meat/animal industry, and enjoy capturing the wild creatures to try to tame them and breed them. (Yes, my forts tend to die of FPS death, why do you ask?)
I try to have a river or brook if I can, so I can more easily create my water system/cistern/eventually (hopefully) mist generator for my meeting area. (See above about FPS death)
I managed to embark in a good-aligned area a couple times and liked it for the extra creatures/plants, not sure if I ever tried an evil zone, but honestly it's tough to find an ideal embark spot that's also aligned in some way, so very seldom get to play with those.
I think I'm probably way too exacting/picky for my embark options. >_< So while we're at it, any suggestions for fun (or !FUN!) alternatives to try?