Not many places left to live, then.
Blizzards (rarely destroy homes and infrastructure on a large scale), Heat Waves (ditto), Drought (ditto), Tornadoes (not terribly predictable - in some areas you know they are likely, but you don't know exactly where), Forest and Range fires (this is a 50/50 deal - you can mitigate against fire damage to some degree). Floods (don't build in a flood zone), Volcanoes (don't build at the base of an active volcano), Avalanche (don't build in an avalanche chute), Earth Quake (don't build directly over a fault line, and build appropriate structures out a little further), Allergies (nonsense), Tick fevers (ditto), Cholera (ditto), Valley Fever (ditto), Malaria (ditto), West Nile (ditto), Wildlife attacks (ditto), War (don't build in unstable countries), Riots (don't build in blighted urban areas), Distant Medical Facilities (nonsense), Nuclear Disasters (don't build next to a Chernobyl-like facility), Oil Spills (don't build adjacent to a refinery or major highway, or out in the ocean near a shipping lane), Blackouts and Brownouts (nonsense), Drug Cartels (don't build in many parts of Mexico) and Gangs (ditto the riot notation).
There seems to be something for everyone.
Natural hazards like we were talking about in the origin post in this thread just don't move into an area unexpectedly. They are known about well in advance. Thus highly predictable. But human-made hazards (riots, gangs, etc.) can "move in" and turn a previously safe place into a dangerous one. This does not happen overnight though, you will see the area declining over time, and thus you could call these hazards "somewhat predictable".