Ok, getting flux, good ores, and a magma pipe all right next to each other can be a real pain because this only happens when you have very low volcanism biomes in a high volcanism region tile- which happens when a region tile next to it is low volcanism.
For using pure world gen your best chance of finding this is on smaller maps because variance scales with map size. On large worlds you probably won't see any of that. Meshes influence how much of whatever values you will see but they don't force world gen to do anything outside of what the other parameters are already doing.
By setting minimum volcanoes high you're telling world gen to discard maps with whatever amount of low volcanism region tiles which means goodbye a lot of ore and flux.
If you step past that a bit you will get the maximum number of potential sites by painting a checkerboard of volcanism (or avoiding carpel tunnel by using dwarf heightmap or any other programs that do that sort of thing for you.)
Any mountain region tile is going to have one of each of the underground features and if that region is high volcanism you'll get both magma features in it as well so also doing a checkerboard of mountains would theoretically get you the most of that as well but unfortunately mountains actually control biomes so on medium or higher maps you're going to exceed the max easily by doing that.
I haven't been able to visualize a very optimal arrangement of mountains for bruteforce world gens.
As for killing off dwarves your best bet is to modify the raws during world gen. Just set dwarven civs to have a max site pop of 1 and they'll lose every fight evar.
Likewise you can eliminate a whole lot of world gen stress by modding metals, flux, and bauxite to show up in igneous rock.
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20 zlevel cliffs are very high variance, most likely on a small map so you get low elevation and high even closer together.