I tend to deHunterise any arriving hunters (like fisherdwarves, who also are annoyingly off-piste and (otherimportant)work-shy whilst being suboptimal in their productivify towards the fortress if I don't remove the labour right from the start) and then when I'm militarising individuals they (unlike most fisherdwarves) have martial skills, and are squadded into what will be a ranged-attack unit. They also all brought a suitable (starter) quantity of weapons, ammo, etc, so saves early messing about.
But I do start them off with weaponless/armourless regular barracking (without a fixed plan as to how much dedicated professionalism there is and how much "help with hauling or other more suitable task" time they get - depends on the fortress's state and immediate needs) get into supplying them with leather armour items according to the time and resources I can apply to that. At some point, usually before the coverage is complete, I then give them stints on the bolt-saver built-target range I'll have been (usually) digging out or (sometimes) building a storey or three aboveground. This may be needed to scour off the layer of skill-rust that happened whilst I was having them hurry-up my magmaduct smoothing, as civilians, or had left them sparring too long.
If some threat first comes to the fort, though, then hopefully I've set up the appropriate defences (helped by the archers in their civvie side-roles, directly or by supporting those others who did build them) to emplace them and to try some genuinely live-live-training whilst crossing my fingers that they'll do more harm than harm comes to them.
No plan ever totally survives contact with the enemy, sometimes going too well rather than badly, and I've not yet zeroed in on that one perfect general-purpose solution to that part of the fortress formula.