This is the style I've been playing with lately, it's basically just upping the ante on above ground forts and incorporating a bit of good ol fashioned capitalism. It makes animals a more serious threat and sieges are more realistic.
BSSAEABADVC:
*All construction is to occur above ground. No workshops, or buildings may be built on subterranean squares. Buildings may have basements containing stockpiles but the basement cannot larger in any dimension than the building on top of it.
*There can be no wall protecting the entire village, Nobles may have walls protecting their own property.
*There are no public services. All industries, major stockpiles, and community buildings will be "owned" by nobles and built on the property of nobles. This includes farms, mines, and quarries.
*A noble may only own as many industries as their "wealth" permits. An expedition leader may own one industry (for example agriculture) and the workshops that are a part of this , (farmers workshop and distillery).
*A legendary dwarf is a demi-noble.They can own a workshop but not the primary aspect of an industry(They can own a masons workshop but not a mine)
* All houses must be individually built: no apartments, no dormitories.
*A dwarf's house should reflect it's status and "income". In a fort that has cloth as a primary source of income a clothier or weaver should have fairly nice accommodations.
*Cage traps can be used provided there's a noble for the trapping industry. Weapon traps may only be built on a nobles property.
*The emergency burrow must encompass all buildings that can be locked or barricaded with a drawbridge (this way dwarves will run to the nearest building)
* To have an organized military you must have a barracks and a barracks must be owned by a noble.
WARNING: Side effects may include fatal badgerstorm and sudden appreciation for nobles.