@op: Just turn on all farmer class jobs. You will need to bend over backwards to make him skilled in some of them, but by the time you got it, jack will be an awesome jack of all trades that can only do mediocre things.
@the the derailed thread: i am slowly but surely convincing myself that you are better off starting with 7 no skill peasants with loads of supplies and a throng of dogs for breeding purposes. But i still have a few favorites:
*Mechanic: can easily substitute stone crafts for the first caravan. Also, if you are trap happy like i am, you can start stockpiling on those MW mechanisms early on
*Grower: they can take a while to get to legendary, and i love legendary growers because they make huge stacks
*Armorsmith/weaponsmith: not really necessary since you can train them (especially weaponsmith mass producing trap components/bolts), but it's another skill where i like to have a shortcut. Also, disable any job which increases moodable skills to get an early shot at an artifact weapon/armor
Some odd choices of mine:
*Brewer: not necessary, but deep down i like to think that even the most repulsive dwarven mudhole can make booze that makes the best human drinks taste like moose urine
*Potter: VERY circumstancial. Most embarks don't need one, but if you embark on a volcano with fire clay you can spam early wealth at absurd levels. And i can only imagine what you can do with kaolinite, magma and a legendary potter. Bear in mind i REFUSE to make ANY kind of rock pot, so a potter is a wood saver for me
*Pacifier/consoler: from time to time i embark with a socialite and make him do only social stuff. A player-mandated noble if you will o_O
Why i dont buy the following skills
Miners: i prefer embarks on soil layers, and i like making huge fungus pastures/forests and early breaching of caverns. With all that soil digging, i can train miners pretty fast.
Masons: just isolate a dwarf and make him build rock blocks for a year. I like surplus rock blocks