Thanks for the advice and humorous replies everyone. The community that's formed around this game is definitely one of the factors sucking me into it.
For future forts if you are fine with sacrificing a little bit of FPS you can build a Mist Generator that is powered by a DWR.
I *just* pulled this off in my next fortress (but windmill-powered) in a legendary dining hall and was pleasantly shocked by the results. In regards to dwarfs getting too chummy, it's one of those things that is now on my "list of things to keep in mind" that I didn't even realize could become a problem. One solution I've thought up that I'm currently
failing at trying is heavy decentralization of the fort. This comes in two varieties:
1) Self-sufficient mini-forts that have everything they need packed into 4-5 floors that fit into a 30x30 area or less
2) Interdependent, industry-isolated burrows that are connected via haulers + minecarts (inspired by the "Fortress Divided" thread
http://www.bay12forums.com/smf/index.php?topic=119333.0)
I'm still working on the first style of decentralization right now, but I really like the approach. I've worked out something that goes roughly like this:
Surface: Wall, Bridge-Gate, Refuse, Pastures
Level 1: Large Stockpiles, Trade Depot, Initial Defenses, Barracks, Archery Targets
Level 2: Farms x9, Farmer's Workshop x1, Butcher x1, Tanner x1, Fishery, Carpenter x3,
Level 3: Water Hall (dining hall + water fall), Still x3, Kitchen x3, Leatherworks x2, Craftsdwarf x4 (Bone & Stone), Loom, Clothier, Querns, Dyer
Level 4: Mason x4, Smelter x3, Metalforge x2, Mechanic, Wood Furnace x3, Kiln, Jeweler x2
Level 5: Hospital, Crypt, Arena, Ashery, Soap Maker, Well (?)
Floor 1 is my militia, and floors 2-5 are my specialists and crafters. Floors 2-5 each hold 16 dwarfs (64 total), and the rest go to militia, usually 15-30. Once my first mini-fort is full and all roles and militia are covered, I plan on having the next immigrants "start over" with floor 1 nearby.
Each mini fort then holds 80-90 dwarfs, meaning 4 of these would be more than enough to accommodate everyone up to the pop cap. This design is working well for me so far, although I just restarted it because I made a mess learning how pumps & gears work and know I can do better now. One of the perks is that I now have a "game plan" to approach my fortress with. Starting with the upper floors and working down is a logical progression to getting set up, beginning with farms at the top and working down to industry and hospital.
It also helps me as a "newer" player to be ready for migrant waves. They begin by hanging out in my awesome "Water Hall" to start increasing their mood as I sort them out and specialize them. I have a good idea of where I am progression-wise and am often eager for new migrants. This is much nicer than being overwhelmed by the 20+ population spikes that occur. It's more like, "Woohoo! The industry floor just showed up!" The multiple workshops and redundant industries are there to either meet the demands of my playstyle and/or accommodate for the fact that dwarfs don't work 24/7. Three to four workshops for full-time industries seems to be a good number to have at least 1-2 dwarfs always working while others take care of their needs.
Finally, specializing my work force has been very rewarding as I'm getting higher level dwarfs than I've had before, and it seems like tasks get done much quicker. I queue up something in the manager screen, and now instead of waiting for my generalized crafter to finish the 20 other things I had him/her doing, they hop right to it and quickly crank out a high quality material.
I've rambled enough and basically hijacked my own thread, so I'll stop myself h