One thing I find incredibly useful is deconstructing (stone)crafts and masons workshops when you run out of nearby stones. (Yes, you can effectively disable the workshop, and deconstruction only gives you back the one stone anyway. You do you. And, of course, if you aren't using work orders yet, idle workshops don't matter at all.) Construct new shops wherever the stones are now rather than hauling stones halfway across your fort. You can even build them a dozen or so tiles apart and get significant improvement, depending on the mason's stats, believe it or not. It's a whole lot faster to carry a bunch of crafts to the depot than it is to carry a bunch of stones to somewhere near the depot, even with wheelbarrows.
Some of this depends on your personal goals. I don't bother with cloth/dye until at least fall, but the first food/booze gets planted early, day four at the absolute latest, as aquifer piercing does not require two dedicated miners, so one spends most of his time getting dirt layer stuff readied. I also recommend Panando's Cook/Herbalist route. Have the cook empty a few "free" barrels, brew up all the plumps you brought along, then herbalist a plant, brew, herbalist, brew, repeat until you need more barrels, cook a bit, repeat. One guy on those three tasks is a great plenty for a long time.
You don't HAVE to dig out dirt barracks or dirt dining hall right away. I generally do, because what else are the miners doing while everyone else is installing blocks in the aquifer? Once through have one miner dig out new dining and barracks (and individual rooms) a couple levels below the aquifer while the other rushes to the caverns (to get underground grazing) and lava sea (so I can make magma furnaces etc. near the surface), but again, you get to decide what mileposts you want for your fort. Once I have a proper (engraved) barracks/dining hall under the aquifer, dig out the dirt layer barracks and dining hall, convert them to pasture, and Bob's your uncle.