Jack's skills:
Appraiser
Judge of Intent x5
Grower x4
All other dorfs' skills:
Teacher Teacher Teacher Teacher Teacher Teacher
Teacher Teacher Teacher Teacher Teacher Teacher
Teacher Teacher Teacher Teacher Teacher Teacher
Sword Axe Mace Spear Hammer Crossbow
Sword Axe Mace Spear Hammer Crossbow
Sword Axe Mace Spear Hammer Crossbow
Fighter Leader Armor Shield Dodger Archer
Fighter Leader Armor Shield Dodger Archer
Fighter Leader Armor Shield Dodger Archer
WeapSmith ArmSmith Gem Setter Mason LeathWorker Mechanic
WHY?
Jack's skills:
If you're investing this much thought into your embark, you wouldn't be doing so without a good "Jack," a promising dwarf with above-average attributes and preferences that you'll find it easy to cater to. In short, a dwarf that you wouldn't mind grooming to become mayor and/or baron. Hence:
1 level of Appraiser, to know what the heck he's doing when the first caravan rolls in.
5 levels of JoI, both to aid in haggling and because it doubles as a social skill. Mayoral elections are not based on who has the most friends, but rather who has the most/highest social skills. That's why your desired dwarf, who likes diorite, spears & sheep bone, and who is friends with half the fort, loses the election to the brainless peasant who just arrived with the skills of Talented Consoler & Adequate Crutch-Walker. Reduce the odds of this happening by armoring your candidate with high ranks in one skill--all the others will come Dabbling along soon enough.
4 ranks of Grower, because all of the truly essential skills (Miner, Woodcutter, Carpenter, Building Designer, Mechanic, etc.) can be learned on the job, with no penalties for inexperience except speed and possible loss of product for certain skills (like Miner and Herbalist). The one exception is Grower, because it's the only one that uses seeds. Try to kick-start a farm without even a Dabbling Grower and you run the risk of failing to recoup even enough seeds to carry you over to next season. Moreover, high-level Growers harvest larger stacks of crops, meaning a higher yield of plants to eat and brew for the same amount of time spent gardening--and if there's one thing that's important to Jack, it's time.
All other dorfs' skills:
3 ranks of Teacher, because it enchances the rate at which military skills rub off on other squad members--which it looks like you already know.
3 ranks of each of the main types of weapon, to have something worth Teaching.
3 ranks of an auxiliary armed-combat skill, for the same reason. The one exception is Leader, because hey--might as well pick out your future Militia Commander as well. If you want to make his credentials look especially sexy, try to squeeze 1 rank of Military Tactics in there as well--it's the only chance you'll ever have.
1 rank of a specific craft for one major reason: Moods. Each of these skills is useful even at Novice, but at Legendary will pretty much "win" the game for you. The Smithing ones are obvious: The potential to be able to crank out ☼steel breastplate☼s in Year 2 is nearly irresistible, a good Gem Setter can exponentially magnify the wealth of your trade goods, the products of a kickass Mason will liberally sprinkle happy thoughts all over the fort, your liason will regularly offer you a good premium on at least one of the many types of Leather items (and you're going to be slaughtering livestock anyway), and a high-level Cook will turn your boring old plump helmets into an aromatic symphony of ambrosia that the merchants will trade their entire caravans for Mechanic will take all of your excess crap stone and make it worth its weight in gold quicker than you can say "Midas touch."
[EDIT:] Cook is not a moodable skill. [/EDIT]