1. However many is needed for what I'm currently doing.
Caniseur mentions 80, which is the level of megabeasts and goblin sieges if you don't mod them to attack at lower one(can be done in running world, but titans must be done in worldgen parameters).
I used 19/150? in Moonhome since 20 is the level for strange moods and first level siege trigger both (I
think used for werebeasts) and I was breeding my way to mountainhome (requires 140 dwarves).
Outside of those things, I'd imagine I would be quite comfortable with 40-50 (half training at half time and 10x2 branches of experienced workers not training half time).
Each living creature on map will consume some fps (omniskill dwarves about ~20% more than animals for me in arena), so don't want to go overboard. Mind the visitor cap!!
2. I'm fond of painted pocket worlds - same principle as above, though, as much as you need and no more
(btw, like in inside fortress the main slowdown is in population, I think).
While Canisaur claims no slowdown, it keeps simulating each day in outside world with world activation - using same gen, on a 4200 year world with 162k civilized + about 50k in trolls/ogres/animal men population I get 550 FPS/30 GFPS on 1x1 embark right off the bat after enduring the slow 2 week crawl, while that same embark in year 2 (9 civs, so ~1300 population) flashes the two weeks by so fast I can't even catch them with my eye and runs at 700 FPS in same embark place.
Each day is about 1200 frames, so you can say the increase above cost me 21% of initial day, or ~0,36 seconds per 1,71 second day. Obviously much greater cost than 0,36 seconds per 30 second day, though! (40 FPS) [Albeit I'm not sure how much does it change with time, and my world is heavily tweaked, besides.]
However, without lot of tweaks, I know some swear by 129x129 worlds, as in them the distances are great enough to cause multiple isolated pockets (siege range is 30 tiles) to help people survive the megabeasts (though megas are also isolated by water in world gen and able to cross it to reach your fort.)
3. As an aesthetic thing, I think it's nice to have an embark you don't have to scroll in and zoom around a lot.
For an embark that is roughly as big as your screen, the answer depends on your tileset and monitor size. (To calculate, beyond the 48x48 tiles per each local tile you need 33 extra tiles to have just the standard menu, and 2 additional ones for height.)
The default ascii 12x8 tilesize would take 1416x1176 on a 3x2 embark, for instance. A 14x14 will let you fully view 1x1 with menu (currently using, as bit of an experiment), or 2x1 without on 1366x768 frequently found on 15,6 inch screens. An
1x1 tileset could fit 16x16 embark on 801x770.
I could also echo the above, and say "however big you need"
(Because bigger embark = more pathing, plants, tiles to check every game tick = more fps lost)
What needs may you have? Well...
• Fortress space. Most forts fit easily in 1x1; a single max size stockpile will consume less than half the space on it. However, there are macros for designating fortresses that take up to 5x7, iirc.
• You may want to access multiple features on different local map tiles. Maybe a volcano + river embark (2x1 at the very least, but likely more). Or a steep cliff to build your fort in. Or cave + other underground features. Or boundary of igneous extrusive and sedimentary.
• You might want some additional runup(so siege doesn't arrive right on front door)/treecutting/herbalism space. Though neither of the last one needs much, with junglification and fruits - 1x1 is enough to provide for latter, and the second one you will run into "I have tens of thousands of logs" if doing 'default' 4x4 with all tiles being tree-bearing without expressly setting out to consume tons of logs.
When I started, I had some players recommend 2 tree-bearing local tiles. If you want more later, you can also get some through 1 to 3 caverns (however many you generated), plus however many tree farm levels you use besides those, but it's not present right away.
You can even experiment with a 1x1 embark if you're comfortable using DFHack.
Actually, this is vanilla feature.