I have some experience in the question of long term forts with Angelcrux, and unfortunately you can't automate everything unless you are very dedicated and willing to pick up some programming, though you can get pretty close. You're not trying to automate everything, though, so a simple "yeah I only have to input stuff to replace born children" will work fine. Some tips:
1. You will not have a big fortress. Storing stone (and most stuff) isn't going to be critical to your fort's FPS because you won't have more than a thousand, and for any object, if you have a lot you should just be destroying it instead of storing it better. Webs will be a problem, and you may wish to periodically destroy them with DFhack. I find they hurt my FPS a noticeable, but not crippling amount, so if you don't like cheating them out like that it's not the end of the world. I also disagree with mass production of food, as that will significantly hurt your FPS over time. You should go for a bit more than balanced since you need to prep for the unknown disasters, and then you can just turn off your farms when you don't need food for a decade or two, which isn't actually that much food when your pop is so low.
2. Seal your caverns (or cavern, if you just use one). From the edge. If you have long term projects you need cavern creatures for, having a single possible entryway is the best way to capture them too, so a bridge on the edge is handy to let them in from. In a similar vein, don't open the HFS. If you want candy, use your dwarven radar method of choice, since the HFS is damaging to FPS.
3. Don't use clothes. Produce a small amount regardless for children and people like miners and woodcutters (silk is easiest to automate), but armor should be the norm around your fort. With regular training everybody can be legendary armor users, but you could also probably just get that much candy via bolt splitting and get cheap light armor for all. Clothes can be disposed of best by dumping all tattered clothes from stocks menu and having a dump zone over a refuse stockpile, which will rapidly decay them. This doesn't count as destruction for sad clothier purposes, since destruction by wear doesn't do that.
4. USE A SMALL WORLD. 65x65 is the most you should be using. Use advanced params if you want more stuff, but keep it limited; my rule of thumb is that if you have to wait any more than 1 second per year generated, you'll notice some serious hit to in-game FPS. Part of why Archcrystal is so slow (and was even during its formative years) is because Sethanos used a massive world with a ton of population for no reason, since even now he's not acting on a global scale, merely a regional one. Seth also has a more powerful computer than average even with his bad FPS.
5. Make sure your tombs are cool, because you'll be using them a lot. Unless you make everybody immortal, of course, but multi-generational forts are cooler than a zombie fort or a vampire fort, so even if you have a few immortals around for military reasons (you'll want your undoubtedly small force of soldiers to be inexhaustable for obvious reasons) it's more fun to have a mortal fort. It bears mentioning that the easily obtainable immortals of vampires and zombies are markedly worse at craftsmanship due to their traits, and while I'm like 50% sure werebeasts are immortal they also make bad crafters because they ruin everything every month.
6. For defense, atom smash or magmatize goblins directly. Burning goblins generate a lot of lag, so killing them before dropping them into magma is helpful. It's actually pretty hard to make fully automated defenses, since even if you can kill them you still have to clean it up without input or civilians, and you need to account for things like creatures too big to be smushed and trapavoid creatures. Or just disable sieges.
7. You should not need a panic room. If stuff has gotten that bad then I have no clue how you did that. Your defense is easy to make unstoppable, and if stress is an issue you should be trying to stop that instead of prepping for doomsday. Of course, you'll have no shortage of time for projects, so you could make a panic room anyways. I did actually need one in Angelcrux due to zombies, but you could also just take better safety measures than I was by making your entire inner fort a self-sufficient panic room, since when I actually needed it I was early in the fort's lifespan and hadn't had enough time for real safety.
8. Lower your migrant pop cap to like 10 after you get the fort started. You'll get enough births to keep you going unless you're really mismanaging stuff, but if you dip below your migrant cap you'll get dirty migrants introducing their funky clothes to the fort and getting mad when they rot off because you're not providing literally every kind of coverage. Not a huge issue, but worth trying to stop. Migrants have about as much practical skill as children anyways, and children are cooler bc multi-generational is cooler.
9. Honeymoon suites are nice to have if you fall behind on baby production for some reason. With 30 dwarves couples should be able to interact with each other pretty often as long as you're giving them free time (which is absolutely critical to keeping your fort happy and what you should be doing the majority of the time anyways), but as a safety measure I like to have them, especially since your first generation or two will die of age within a short timeframe and cause problems.
10. Have your labors very well organized. Small forts are tough on the player if you don't have good labor management, and deaths and births really mess with it as well, since a worker dying means you won't have a new one for 13 years unless you've got a few extras on hand, and you won't have a *skilled* one for a long while. Mentoring programs via guildhalls may be necessary if you don't want skills like masonry to die out and never get retrained fully, but I haven't experienced that en-masse in Angelcrux yet, not really, since my first generation of kids is alive even if the founding generation isn't.
11. Guildhalls are still very nice to have for non-moodable skills (like architecture, I made everybody in my fort legendary architects with basically no effort), and then you can make one for a moodable skill of your choice or farm the moodable skill manually, which is what I do bc unskilled dwarves doing weaponsmithing and armorsmithing are nice for the melt glitch. I cheat and leave moods off when the fort has kids, since otherwise every dwarf will make their artifact as a kid and I'll never get anything cool.
Probably some other important stuff I'm forgetting, but eh.