However, I can't remember seeing a optimized dwarf skill embark package.
Let me entertain me on this matter. Unfortunately I play mostly my mod where a large portion of skills are untrainable so my list might not be optimal for vanilla. Also note that I perform genetic selection so I rely on gambling for high master immigrants, the best you can get.
Vanilla:
1 leader. This is the person will as many noble position as possible and be the architect in his spare time. Appraisal (1) Designer (5) Consoler (2) and Pacifier (2)
1 butcher Butchery (5) This guy is quite important since most of my food come from animals and it takes a lot of time to butcher anything now.
1 tanner Tannery (5) same as above
1 doctor/menial laborer Diagnoser (5) and bone setting (5)
The rest are easy to train on site with the exception of very costly smithy jobs with I grind immigrants for. so 3 hunter with ambusher (1) for the free crosssbow set.
IM:
1 leader. Pacifier (5) and consoler (5). Personal skills cannot be trained in IM and these are very importants to avoid tantrum spirals
1 warchief/organizer/doctor. This guy take up all positions with mandates (5 from military leader, 3 from chief medic and 1 from broker) so usually I reroll specifically for his preference a bit. He's built with appraisal 1 (too useful to pass) organizer 5 (cause it cannot be trained) and 1 point in each doctor skills except for wound dressing cause it's be applied alot and train quickly anyway.
And 5 hunters with ambusher (1) because all the trainable skills arent important in the beginning or it's a better idea to keep your fortress wealth as low as possible. Beside, it's much easier to stumble upon high master immigrants in IM.