I don't know if it's current (I just deal with these things, these days, without analysing) but it certainly used to be an impression that migrants turned up with more skills you don't use (and need) than the ones you would appreciate.
This is perhaps more down to observation of perverseness. For me, I de-job from Hunting skills any with hunting-type strings to their metaphorical bow (though gladly set them up for ranged-unit bootcamp, having brought their own weapon) and Fish-related skills any who arrive with such hooks on their metaphorical rod... the forum meme tends more to the uselessness of cheesemakers, who I actually don't mind but don't seem to personally get many of at all. Virtually nobody has complained about too many Armoursmiths, I think.
So maybe it's not the game loading the dice according to perceived gaps in your workforce, and just a given distribution of choices popping out certain combinations more noticably when it doesn't suit you. I'm sure someone's done save-scumming reruns of migrant waves on a single game with the fort set up for agriculture-heavy value production, say (compare 'allelles' present to try to discern frequency of expression) then repeat with a crafts-heavy one, a metallurgic one, etc.
With your set-up: The Leg. Cheesemaker I'd set up the production pipeline for, if I hadn't already, but would probably be Hauling while I got the arrangements sorted out (amongst other needs, might take a game-year, even). Ditto with a bonecarver (I do less butchery than I could, which has a knock-on effect). The weapon (wielding?) skills get bootcamp 'invitations'/allocations, depending on what other usefulnesses they arrive with. I have basically stopped any Animal Caretaking (as per Hunters, assigned to a lesser possessed profession or Hauler if there's no obvious one - unlike Hunters, not archery-bootcamped). Herbalists I can always use. If only to strip-Gather the ground that I'm about to channel ditches into or construct walls upon (if possible... not as high priority as is the felling of trees on the same footprint and slightly beyond) and I never begrudge picked-plantstuff space in my stockpiles.
Metalcrafters are a funny one. I'd rather various <foo>smiths create things from the metal I've bought or smelted, but I'd probably set one up to consume bars just being made to use up random ores and not really/actually weapons-grade and/or armour-grade in my Grand Plan, nor such an alloy's precursor. Otherwise, I'd probably let them take shifts at the smelters.