General:
You may find this infographic helpful, though it is not up to current.
Regarding 2 (bugs)
If you want to play without combat wear/force transfer, there's 43.03 (which I'm currently on due still not having done everything I want with hitting dwarves/enemies with small stuff) - however, latest version has better FPS among other things, and you can choose to not raid to avoid corruption from that - sieges are still better at recruiting now than in that version iirc.
However, many people feel the emotions update in 44.10-44.12 is too harsh and Toady One acknowledges the current behaviour as unintended, so you might want to use either 44.09 or dial down stress vulnerability/bravery/anxiety propensity/depression propensity/anger propensity trait(s) in dwarves' raws.
Regarding 5 (starting):
Because of emotion changes, you need to pay attention to the above listed traits, primarily the stress vulnerability. Military/corpse hauler needs to have bonuses to withstand sun, rain and death.
You might want to place quick temporary temple zone or tavern at start so that everyone starts off more focused (a single completed activity maxes out the relevant needs' focus for a time), thus working faster/better. Beware that all locations start off with allowing all visitors and default visitor cap is 100 in init files, which is a substantial fps drain when reached.
There's been couple of new skill options available on embark: Tavern activities skills, scholarly skills, and Raiding ones.
Tavern skills are somewhat useless, as you have no indications whether any given skill will be used before embark, and even when used the effect comes to minor happiness boost when they're leading something while idling in a tavern. What's more, any Poet or Dancer joining your fort may have far greater skill than what you can grant - up to great in several related skills is pretty common in troupes in my experience, while you have little chance of reaching that in fortress play before they come. Furthermore, dwarves naturally tend to start with minor level of skills in this category.
Now, value-changing books written by philosophers are fairly rare (even any topic book can take half a decade of pondering), and you can't exactly force a philosopher either, which means that majority of scholarly skills add only flavour - if you want a particular non-trainable one, it's better to get it at embark because Observer, which will easily come from being near your squads, counts as scholarly skill for Naturalists.
(Wiki has longer article on this.)
Raiding ones being ones that contribute bonuses on raid missions - Military Tactics, as well as Ambusher, Leader (and some also suspect Organizer).
On aquifer.
As the wiki mentions on chicken run technique, you can still penetrate with just a pick by channeling diagonally, just not with direct staircase, so still don't need to double-slit on soil only aquifer. That one works with even dabbling miner, btw.
Regarding zombies
They've been changed several times. In 42-43, they were killable with pulping and mangling of corpses preventing reanimation; however, very small pieces became unhittable, becoming capable of ending fortresses through dehydration when everyone attacked them (loss was still preventable with proper handling and fortress design in many cases however). In 44.01, that invulnerability was reduced.