On hospitals:
Do you have the hospital designated as such, and have doctors ready? Have you had someone replace Dutching as Chief Medical Dwarf?
You will probably also need to dig a cistern for a well for the hospital. I recommend taking from the aquifer (and also building all your repeaters off of the aquifer - just copy the design I have already used, which is just the
basic fluid repeater exactly like on the wiki.
Making the aquifer our only water source has the advantages of being infinite, entirely controllable, and having absolutely no way for any nasties to pathfind into our fortress.
Be sure to use some sort of pressure-control system if you dig downwards to reach the hospital.
I doubt we have soap or gypsum powder at this point, but it shouldn't be too hard to make a small amount of either.
I also think you might want to check for any strange zoning on the map, and see if there is someplace that is designated as a water collection point outside the fortress. We can't have dwarves wandering outside the fort. Making a reservoir attached to a controlled aquifer tap and designating that as your water source (preferably in or near your hospital) should solve that problem.
When tapping the aquifer, remember to set up a floodgate and link it to a lever with a clear and explicitly detailed note on what the lever does in the control room before you actually mine out the tile that will be flooded by the aquifer. To ensure we have no accidents in a community fort, we need redundancies and documentation for everything that operates in the fort.
Preferably, this would include building some sort of "drain" that empties out the reservoir and pipes by flushing it all into the caverns with a drawbridge and fortification to prevent anything nasty from swimming up, but in this case, time is an issue.
Also, remember that it is worth extending the length of the hall o' death. Build serrated discs and menacing spikes galore, and fill up a long path with those traps - you want those traps at least 15 tiles deep.
See the post I made a little while back about this:
Also, I do think it would be a good idea to extend the number of traps a siege has to go through when you have the time and iron saw blades to spare - you can extend that front gate and all the traps in it as many times as you want, really -
You can even dig out a region, and make them go through multiple z-levels up and down to get to the open area (and set up a marksdwarf tower later so that a set of marksdwarves can fire upon the same enemies multiple times by just going down a z-level to the next section of the bunker).
Remember, there's no such thing as too many traps, only too few.