Interpretting the displays you already have is (within a degree of subtlty that shouldn't matter too much) not so hard if you have a mind to establish a mental image. For what you want, ideally look for clumps of red asterisks (steepest slopes/cliffs) or at least as many higher/redder numbers as you can. That could be high plateau edges, very steep slopes or excessively undulating terrain punctuated with (ocally) steep ridges/valleys. All of which are useful, but in different ways. Then study the hight-map tabbing, to try to identify altitudes (also the path of any watercourses) to identify whether the slopes go upwards towards a defensable top, downwards towards a looked-down-upon valley or is indeed a 'badlands' of rock outcrops and slit canyons¹.
You can't really find "the tallest peak in a region" this way (without a lot of region-cursoring) but you can certainly centre/size your local-embark site around any given sufficiently interesting local point of maximum height. Also (without "embark anywhere" assistance, probably) I think you're still limited against embarking upon the 'pure' mountain biome areas that would contain the peakiest peaks in a mountainous part of the world map².
But you should be able to find a topologically useful area (then hope that you also get told about a good mix of ores/etc under the biome and geological column info) that you can make some use of.
¹ I don't think proper Slit Canyons exist, in game-gen, but certainly I once used to aim for, and get, a rock-pillar-studded canyon landscape apparently carved out by a river that could be found winding around one particular path. These days I tend instead to look for a completely flat, soiled, riverless plain, to carve out my own deep ditches in (on the exterior of my ambitiously-sized "inside" lands) without worrying about having to carve away hillsides as well.
² Which is not to say that you can't get (as I have, at times) a 4x4 or 5x5 embark with just one of the 16/25 tiles (usually a corner) being a flat soily one useful to dig out under and into for no-wetting-needed underground farms, and roofing over for securable surface farms, the rest being dry (often hotter/colder than comfortable) soilless rock mountain. Though often (I find) this doesn't give a handy peak in the middle, but a an ever-upward slope towards an opposite edge/corner beyond which there may be a pointy bit. In such circumstances I have made the (overlooking!) higher-edge bit defensible against by digging a (three to five-wide) ditch into this slope as close to the edge as possinle, with walls on the inner (maybe 2..4Z high, to match the 0..2Z inferiority of the ground-level) and a suitable arrangement of drawbridge spanning the gap (when opened). Either from mid-level of the wall at the the outer ground level or from the inner-ground level to a ramped-down (but incompletely ditched, in that spot) outer edge of the excavation. But my methods are rather extreme and dig-intensive.