I've noticed some people have posted troubles getting enough goods for trading early on. I present my starting set-up for critique and suggestions.
The premise is that well-woven, well-dyed plant crafts sell for upwards of 200 each, and weigh 1 to 4, so you can sell quite a few of them. The are even acceptable to elves. They can be created with a minimum of raw materials, and little enough labor that your starting dwarves can provide it.
(1) Proficient Miner with social skills (expedition leader)
(1) Proficient Carpenter/Proficient Wood cutter
(1) Proficient Brewer/Grower/Herbalist
(1) Proficient Thresher/Grower/Herbalist
(1) Proficient Weaver/Grower/Novice Herbalist
(1) Proficient Clothier/Grower/Novice Herbalist
(1) Proficient Miller/Proficient Dyer
Sell the anvil, one axe, and one pick. This gives plenty of points for just about anything you could want. I usually buy up a bunch of dogs (for later defense) and a couple cows (for later meat/leather/bone industry) so that they can start breeding while I'm busy doing other things.
I bring along
(1) plump helmet spawn (for the bag)
(15) pig tail seeds
(15) dimple cup spawn
and 3-5 of the other seeds (in case I want them later)
(5) dimple dye
(5) thread - either pig tail or cave spider silk
around 20 miscellaneous booze
(10) plump helmets
(1) of each of the 2 cost meats (for the barrels)
(5) turtle, so shells and bone are available in case of strange moods
So far, I have chosen heavily forested areas with lots of vegetation, but I'm starting to think that may be overkill in this version.
Upon arrival, the miner starts digging downwards to find stone, and digs out some indoor farming space in the local soil. The woodworker begins chopping trees at a furious pace. Wood is my primary building material. Everyone else starts gathering plants. The goal is to find rope reed (wet areas), hide root (dry areas), and blade weed (dry areas). Once enough wood is available, everyone builds their respective workshops and I lay down both indoor and outdoor farm plots.
Indoors, I create 3 plots: plump helmets (which can be eaten raw or brewed), pig tails (which can be processed to cloth or brewed), and dimple cups (for dye). Outdoors, I create 3 plots: rope reed (which can be processed to cloth or brewed), blade weed (for dye) and hide root (for dye). The advantage in this system is that the plump helmets, dimple cups, and all 3 outdoor crops can be planted and harvested year round, in all 4 seasons.
For workshops, I need a brewery (wood), farmer's workshop (wood), loom (wood), clothier's shop (wood), craftsdwarf's shop (wood), carpenter's shop (wood), dyer's shop (barrel and bucket), trade depot (3 wood), and quern. The quern needs someone to be given the masonry skill long enough to make a mason's shop and make one out of stone. The craftsdwarf's shop says it requires no special skills to make, but seems to require a dwarf with either wood crafter, stone crafter, or bone carving enabled.
Food is not a problem. While looking for the 3 outdoor plants, you will come across tons of prickle berries, fisher berries, and wild strawberries. Drinks are not a problem. If you bring a small amount, and you make some barrels, you can brew longland grass or excess plants. You will need to make extra bags for dye (and seeds), but you should have plenty of cloth. And trade goods are not a problem since you can create plant cloth crafts at the craftsdwarf's (set your 'o'rders 'W'orkshop orders to only use dyed cloth to make sure you get the best value).
I had to do some micromanagement when the workshops first came on-line, to make sure that there were no backlogs in processing and that everyone was still planting crops. But my first wave of immigrants all became farmers and I set everyone to doing their respective tasks exclusively. At this point, my clerk is a hoardmaster and I'm deliberately buying anvil imports to melt down for steel.