Ok, it looks like about a season would be required to clear the FPS problems, and secure the entrance(s). At the current abysmal FPS, that would be hell. The question is, who in their right mind would want to play a succession game on a 1x1? You've all been hanging out with dwarves too long. That's just CROWDED!
On the bright side, 4-5 magma towers could easily clean the main crap off the map periodically.
Suggested ground rules for next game:
A)1 main entrance, period. Heck, you have like 5 and it's a 1x1 map. Why does everyone think they need a new hole in the fort with an extra 4 levers to operate it?
B)1 main vertical shaft, hopefully for mining, living and working. Of course shortcuts will occasionally be needed. Let's not kid ourselves; you are never going to see a playable 150 dwarf fortress on here and have significant pathing problems with this. A 3x3 with up/down stairs along a main hall works GREAT. Like so:
#####
# #
#> <#
#> <#
#> <#
# #
C) ONE LEVER ROOM. That's right, ladies and gentlemen, designate a big effing square "THE LEVER ROOM", spell it out in the rock if you have to (like I did in another succession game) and put a (N)ote on every lever. Lock some assholes in there with a few workshops and build an elevator to move goods in and out (dump on bridge x, pull lever x, goods fall to lever room. dump on bridge y, pull lever y, goods fall from lever room). stationing nobles on the platform and dropping them in to always be on lever-pulling call would make the idea even more dwarven than it already is.
D) Don't stockpile crapola. Let's face it, there isn't much use for the 2,000,000,000 large/narrow/small cave spider silk clothing items you get, and even if it was useful, the lag isn't worth it. It's not like you won't have enough trade goods to pay the caravan 100x over for any goods you may want and probably don't really need. Burn/dump the sh*...
E) Discuss and lay a few other ground rules/building strategies/organization plans!! If you have a clear and simple layout, everyone will know where the f* the basics are and still have room for their dwarven ideas.
If there were 6 legendary growers working on those farm plots, they MIGHT be all planted, and if you dedicated everyone in the fortress to agriculture, you would never be able to deal with half the production, or likely even harvest it.
Of course you can say to hell with those suggestions, and you may very well do so. But I am only speaking for the good of Sparkgear...