Well, I tend to embark with 10 each of copper and tin ore plus either coal or lumber to jump start my metal industry. While some of the dwarves are channeling the edge of the map, I have the rest building stuff for the "welcome" center. Doesn't take a whole lot to build some temporary workshops after all. After all, the crafters might as well do something useful while the miners are digging away. A smelter, and forge is all you really need. Although adding in a carpenter's workshop, mason, and mechanic is nice too. None of the named workshops have to be built inside. And building a forge early prevents unfortunate situations where a kea steals your anvil. When I was using a welcome center, I needed the following to fully equip it.
6 hatch covers. Either make from bronze, wood, or stone. Any of 'em work. What you use depends upon what you have available.
1 9x2 drawbridge (could use a 9x1 bridge, but I like to see if it's up or down without having to hunt down the control lever)
36 mechanisms (6 pressure plates to control hatches, 3 to control drawbridge, 15 for weapon traps)
15 weapons (assorted for weapon traps).
If using metal, the above takes 62 bars. Or 16 ores in total. But in reality, all except for the weapons get made of stone that's obtained while digging the border trench and the initial fortress rooms. That means only 15 bars or 4 ores (2 each of tin and copper).
And the welcome center is "functional" enough to handle unwelcome guests after just 2 hatch covers, 7 mechanisms, and 1 weapon. (just enough to make a simple 1 weapon trap goblin grinder). Doesn't take long at all to do that. The other hatch covers is to arrange for a "roach motel" that let's goblins enter, but not leave once they realize their trouble. And the other 14 weapons or so is just pure overkill to deal with weapon trap jams. I can have up to 14 individual traps jam and still have a functional trap. The drawbridge is to protect the hatch's from building destroyers (which don't come until after a few years, so there's no urgency in building it) and to provide alternative pathing down a cage corridor underneath the welcome center. But I'm not counting the mechanisms and cages used for that corridor since it's not populated until a year or so down the road. Experience has shown me that I can generally trench a 4x4 embark perimeter and have a functional welcome center before autumn of the first year. My first ambush typically comes during autumn of the 2nd year, so there's plenty of time. When I was trenching, my general "plan of attack" was
1. Immediately pasture grazing animals, dig out farm fields, have woodcutter chop down trees around the border (darn things cause problems while channeling. So get rid of 'em early. Since the miner is busy digging elsewhere, the woodcutter can finish finish the job before the miner gets there), build smelter and forge using rock purchased at embark.
2. After fields dug out, have farmer create fields and start planting. Meanwhile, dig out initial stockpile area.
(at this point, all the dwarves except the miner and farmer are busy hauling stuff from the wagon to the stockpile. Also have generally produced enough rock to build temporary surface workshops and have the mason/mechanic churning out stone blocks, hatch covers, and mechanisms, and trap components).
3. dig out "welcome center", then start trenching embark border.
While miner is dealing with border, pressure plates and whatnot is constructed and emplaced in the welcome center. However, I don't place the hatch cover on the goblin grinder until AFTER the trenching is complete. I do this since I can look at error messages while placing the hatch cover. If my cursor is in the trench and I see an error message "no hatch covers available" and when I have the cursor over the hole for the hatch and don't see that message, then all is good. But if I don't see the error message, then that means I missed a ramp or something that I need to flatten to make sure that nothing can walk onto my territory without going through the welcome center. So it's time to look closely again at the entire border and see where the leak is. Sometimes watching dwarves hauling lumber from the border can point out where the leak(s) are.
In general, the dwarves have pretty primitive conditions for the first year, but during that year, all the initial defenses have been built and then for the next few years, attention can be made towards luxuries such as bedrooms, grand dinning hall, etc. The trench and welcome center can easily handle sieges and such for the several years with no effort on your dwarves part except for having to haul away goblinite and corpse pieces.
Right now however, I've been embarking on terrifying biomes, so spending that much time on the surface is contraindicated. So I'm getting underground as rapidly as possible and not entrenching the entire border.