I've not been a fan of the long-maze defense plan. My first "training fort" eventually had tunnels with windy paths and piles of traps. I discovered that these tended to actually be dangerous to my mechanics who would go to reset cage traps at the drop of a hat and thus charge into goblin sieges (Note A). And that using single-width tunnels led to congestion when cleaning up afterwards. And if I put in short-cut tunnels to aid access I had to make sure the entire tunnel was secure before opening these up - which led to further patrolling, issues with securing exits (Note B), and losses of civilians who would go into tunnels and discover goblin ambush teams the hard way. (Note C).
You also get the problem with an early trap killing or caging a squad leader, after which the whole group "camps" in the tunnel until they get very bored, you chase them out with your militia, or a dragon appears and flames them for you.
A - Burrow issues here. I've since made each access tunnel their own burrow and can thus keep the civilians out of them during alerts without a great deal of fuss.
B - Doors work, but trolls stop and destroy them, and goblins seize control of them. I've also used drawbridges with pressure pads - but these kill dwarves now and then. So now it's drawbridges connected to levers and ditches at the end of access tunnels to act as seals. Can keep goblins out, and also keep them in.
C - I tend to put animal watchtowers at tunnel entrances, and also post watch animals partway down the tunnel for early warning.
My current preference is having my trade depot at the intersection of 2-3 tunnels that lead from the fort fairly close to the edges of the embark. The tunnel exits allow for migrants or trade caravans to get underground as soon as possible and into a "controlled" environment. Multiple tunnels are used to allow for entrance from different directions, and also for tunnels to be closed for cleaning, maintenance and upgrading, or holding enemies in place.
The tunnels are 3-wide to facilitate traffic and being used for temporary storage (Note D). Drawbridges are located at either end for sealing, and generally also a third drawbridge seal to force traffic into narrow trap corridors (Note E). The main corridor is also trapped - cage traps as a last line of defense and some weapon traps towards to outer edge to deter wildlife and kidnappers. The inner part of the tunnel and the trap corridors are overlooked by fortifications that the marksdwarves can use. I have also added pit traps and dodge-me magma pit traps to a few of these. The latter are also useful as temporary dump points for cleaning up if you do not want to save non-iron goblin gear.
D - In wooded regions a lumbering expedition out of a tunnel entrance will initially stockpile cut logs in the tunnel. Once the civilians are done cutting the outer door is closed and the haulers can safely move the logs to the main stockpiles inside the fortress.
E - These corridors are "grinders" were pathing gets blocked and attackers end up repeatedly running back and forth over a set of weapon traps. The hatches used in this are protected from trolls by a few sets of lever-operated spear/spike traps.
If the tunnel is long enough 2-3 squads of a goblin siege can be lured into a single tunnel and sealed in. None of them get out, and the wounded eventually path back in towards the fortress since that is the only way "out" after the outer drawbridge is closed.