I go with 5 proficient miners, a proficient grower, and a protonoble with trickier social skills, but it really depends on playstyle. You generally want to go for a balance between immediate usefulness and long term difficulty, which largely depends on where you embark. Also, pre-embark, I always check the dwarf civilizations in the legends page, so I don't choose a pansy civilization that's only ever fought badgers. That'll guarantee a good number of soldier immigrants, with more recent attacks better.
MISSCELLANALOUS TIZP:
-Don't embark with anything that can be made of wood, which includes axes. Two logs costs 6 points, and lets you make a carpenter's shop, then a training axe, which can hilariously enough chop wood. That's a 62 point difference for minimal effort. After that you're pretty much set, unless your site doesn't have trees.
-Anvils are pointless and expensive, as a metal industry in half a year would be ricockulous. Traders will pretty much always bring some, and even if they don't the first time you probably won't need them for a year anyway.
-If you need medical supplies and a doctor before you can make them, you're screwed anyway.
-Only bring cheap 2 point meat, and only one unit from each animal (no prepared organs). That'll give you a crapton of free barrels, as each individual unit of different meat requires a barrel. Cooking it on embark is also helpful.
-If you want bags, for an early farm growing millable plants, bring sand instead of empty bags. A tenth the price, plus free sand.
-Embarking with a ton of war bitches and one war man-bitch will let you get a pseudo-military fairly early, with puppy meat/leather to spare.
-Attributes and personality traits matter when choosing dwarf professions. If it's someone important, make sure they have 'slow to tire' so they don't go on break for half a year every other week.
-Every dwarf can do anything, so there is flexibility. Many important 'jobs' don't really have important 'professions', so avoid wasting points on professions that only really effect efficiency.
-Pretty much all of the above can be thrown out in an evil biome, which is an entirely different beast.