Personally, I invariably have
two miners. Picked from ones with suitable stats (tough, untiring, that sort of thing, excluding any that are obviously meant to be something else), they are given maximum embark-time mining, although I know that's probably a waste. Very soon, they become legendary, and while I may expand my mining squads with any "arrive as a decent miner, already" immigrants, I rarely have more than four distinct miners during the lifetime of the fort.
I always try to find one noble candidate. Given the social and ancillary skills required to be broker, bookkeeper and manager, this individual has a suitable psycho profile for the job
including lack of weird material preferences! This is especially important as he'll start off as Expedition Leader and invariably become Mayor, and mandates for odd/spoilery stuff could be inconvenient. It's possible that this guy becomes officially ennobled as/when the question is popped, but an immigrant might have arrived whose preferences are even better matched to the (prior to embark) unknown geological situation. Frexample a lead-lover in a galena-rich area, whereas the original Expedition Leader candidate is more into brass where zinc ore turns out to be locally sparse and thus a tad more awkward.
For the remaining four:
- A farmer-type, decent growing skills (as per miners, trains up, but these days I don't usually max out from the start), and usually doubles up with elementary brewing, butchery, perhaps plant processing[1]
- A designated mason, doubled/tripled up with something non-stone[2], perhaps including woodcutting
- A designated carpenter, doubled/tripled up with something non-wood[2]
- If there's a dwarf with exceptional creativity, I'll set him or her to stonecrafting, for the usual tradecraft flooding and using up of stone. I may also double this guy/gal up as an architect and train them up on making pillars of some material that I can spare.
These days I don't usually currently set aside points for on-settlement mechanical expertise, or clothing/leatherwork, and tend to wait until 'filler' immigrants come along with those skills before booting up those industries. Same with the various metal craftsman (including armourer, weapon-makers, etc). Most of my efforts are used to support the miners with food, drink and of removing the detritus (and often using it for trade goods purposes, as well as creation of furniture to equip the rooms) while they are busy pursuing the double-headed targets of exploration and the "lebensraum" digging towards whatever floorplan I'm currently obsessing over obeying to the letter...
I don't bother with hunter-types, these days, despite the bonus in getting a head-start in military, and equipment. (And tend to remove immigrant hunters' job preferences, as I do with fisherdwarves, rather than letting them wander around on those tasks at all.) In fact I don't buy
any military skills, and again rely on immigration to show me the direction I should be going there (melee vs. ranged proportions, according to those with definite predilections, and I'm more a passive/architectural-defence person).
I've never done much with medical experts, prior to provision of them through uncontrolled immigration. Which does mean that I'm often a while without having designated any decent diagnostician to be the EMH... erm... CMD, rather..., and have to check hunger/thirst and injury levels manually until then.
But I'm still revising my plans, in light of the Vampire Menace (even though that has not yet occurred on the various short-lived forts I'm played in .34.01-05 games). Relying on immigrants to fill certain gaps is probably something I'm ridding myself of, when I eventually get my Panopticon-Style Immigrant-Isolation Quarters design perfected.
[1] Unlike footnote-[2], I
don't make provision for keeping my farmer farming while someone else deals with the produce. This is inconsistent of me.
[2] If wood business is slack, the carpenter may be helping the mason, in some way. If stone business is slack, the mason may be helping the carpenter in some way. Usually in some pre-/post-supply way, so that when I need beds the mason can be woodcutting the materials and the carpenter making them. Someone else (
never a miner, they're de-jobbed of
everything except the mining, and in this situation I'd also de-haulify the duty woodcutter and carpenter) will do the hauling between, as necessary.