Low skill managers take quite a bit of time to assign a large number of jobs. One trick is to have them put out an order for only a few jobs, something like 3-5, and then do the larger 30 jobs immediately after that. That'll mean that there'll be something for the dwarves to do while the manager is working on the large orders. That, or you could manually assign a few jobs at the workshop to get the ball rolling.
For embark strategy, I'd say that it's very beneficial to bring raw materials instead of any completed goods (except for an anvil). It's much, MUCH cheaper to bring a lump of copper and a fire safe stone for smelting your own tools than it is to bring copper picks and what not. This applies to all of the items, including food/booze. Assuming your site has vegetation and trees, there's not really any reason to bring food or booze. 2 draft animals are always included with the wagon, giving enough meat for several seasons, and above ground plants can be easily gathered and made into booze. With the points that you save, you can bring tons of ore and coal and start churning out armor/weapons from the start, allowing for a fully equipped military within the first spring. I'd recommend either bismuth bronze or steel, depending on how many points you have.
As for starting skills, it really comes down to playstyle. I always bring a protonoble with the fewest number of personality traits and judge of intent/appraiser (with the other 8 points in random social skills). Negotiator doesn't seem to have any more of an impact than other social skills in trading, whereas novice appraiser and judge of intent are needed for gauging value and trader mood. The rest should be balanced between immediate need and long term unavailability. Skills that are easily trained could be replaced with ones that aren't, such as getting military dwarves with teaching/student skill and military skills like armor user and shield user. A skilled weapon/armorsmith is also a common choice.
Then again, I also train permanent positions based on a dwarf's preferences to improve quality, which may not be something you're interested in... so getting a leg up in immediate skills may be more beneficial. Just keep in mind that every dwarf can do any labor, so an embark with only peasants is just as viable as one with skilled carpenters and such.
As for the military, I'd rely on traps until the sieges start getting ridiculous. Start some dwarves in squads of two with training weapons early on, so they'll spar and gain skill quickly for when you do have weapons and armor available. Putting them in squads without weapons is actually kind of a terrible idea, unless you're deliberately training wrestlers... they'll often end up chucking each other around and may cause some deaths in the process if unarmored, and won't really learn anything useful, aside from wrestling.