if you're just after serrated disks and have sand, you can setup a glassworks, churning out green glass disks for traps or trade. also could make some green glass vials to make use of those valley herbs sitting in your kitchen (i'd suggest turning off the ability to cook those, they can be processed to a vial at a farmer's workshop for some fun stuff to sell to merchants)
also, i used to stick to only good aligned areas for a while, but started testing with the rest and now am addicted to embarks that always have good, evil, and savage biomes in them. it sorta depends on what you're after, too, on what biomes you'll like. if you want unicorns, gotta get a good forest of any sort. evil forests have phantom spiders in them (they're vermin, but phantom spider silk is fun if you have a cloth industry), evil swamps and marshes can get you beak dogs (nice eggs for cooking, if you alter them and everything else to just pet, instead of pet_exotic), evil plains can have ogres, which're a bad, bad thing to a beginning fort. then the savage stuff, savage mountains can bring you giant eagles...which are great for defense when war trained (good and evil mountains can introduce you to various kinds of gnomes that just go straight for your booze and deserve to be killed), savage deserts/badlands nets the very dangerous (but very fun, if modded to be war trainable) giant desert scorpion. savagery also introduces giant and animal-man versions of animals. giant moose, moose men, giant badgers, badger men, and so on. again, the giant types can be quite nice if they're captured and tamed and war trainable (also again, you prob'ly wanna remove all exotics, at least until the dungeon master is fixed...)