Sounds like a plan. After my last fort, I've come to the feeling its all wrong in terms of balance and playability; either spend years getting a decent military skilled up with decent armour, or danger room. I think there's a reason a lot/most? go for the danger room. If you go the DR route, its quite boring. You dig down, find HFS if you want, but the game is over.
Its all horribly unbalanced atm, and not greatly fun. Military training (yes, tried all the forum wisdom), is woefully slow, given the kill rate if you actually face the foes (vs cage traps or turtling). As in, small squad training works fine; but with the frequency of attacks, you're bound to lose one (or ten) dwarves). Then another three years skilling up new ones.
The most enjoyable bit for me is the initial fort establishment, maybe dodging undead beasts etc, getting food sorted out. After that, its a very bland thing. With or without mods, its pretty much similar.
I'm looking forward to when future changes look to the actual advancement bit of the game. I'm guessing Toad has a lot in mind, but atm (once you climb the curve) there's not much there - the learning curve was the most enjoyable bit of the game for me. I've said before I think its a great game in infancy, so the only thing I want to add is that the feature implementation could use some prioritization - minecarts do nothing for me (respect that others may love and use them), I think a game balance update wouldn't kill i.e. sensible military, more content etc. Making it more mod friendly would be my first vote though - its a great game hampered by a bottleneck of one developer (one with great ideas and a right to do with it as he will, of course).
I've worked in a lot of development roles, and the worst thing you'll ever find is a UI designed by a developer - similar syndrome, but ballooned out to balance and gameplay. The things a hardcore nerd enjoys coding and adding aren't necessarily the things the mass are hanging out for.