This may or may not be a dead deal here, but I can probably help you out considerably.
Rendering humans playable in a good way tends to be difficult as it stands. Unless you want them to just be big dwarves (living underground for safty/convienience reasons) there are a few things I'd recommend.
As someone mentioned, they're short a few tools. Minecarts spring to mind. Make sure they have everything they'll need for raising animals and such.
Humans should rely on wood, but at present it's an incredibly inefficent building material. I'd strongly advise including the sawmill workshop and reaction from the Corrosion mod/others (Unsure if it's a seperate mod, I just copied it from Corrosion.) It makes building with wood MUCH more efficent.
Glass and Coal: Unless you thought of this already, humans are unable to make coke or any kind of glass besides green glass. For the sake of fuel and just having the glass, since dwarves WILL NOT come to trade as you know, I'd advise giving them the required reactions. It makes the fuel issue far more bearable, since you can import coal on the cheap from home.
Obviously you must consider noble positions. Will you mix and match (Like say, the militia commander doubling as your expedition leader until you get to mayoral population levels or the manager also being the settlement's head merchant?) Just copy the dwarf ones? Whatcha gonna do? if nothing else for theme reasons I'd say at least make the Captain of the Guard the Townwatch Commander Instead, since unless you're going the dwarf way, it's probably a town not really a proper fortress or anything.
Humans can and will have moods. You WILL need to breach the caverns or mod in a race that can trade them silk. Like you already know dwarves will NEVER visit. I had to compensate for this by using goblins instead, though I included Corai's modbolds to pick up the slack for an invader. (I'm basically building a great big mess of a mod based around the concept of repelling a modbold invasion.)
As far as renaming nobles for theme's sake, I also have these for you. A bit of a mouthful for some but meh.
Militia Commander - Colonel
Broker - Settlement Merchant
Manager - Foreman
Bookkeeper - Scribe
Sheriff - Marshal/unchanged (Depends on which one I'm using; I have two copies with one almost entirely basic the other with some special weapons and armor)
Captain of the Guard - Townwatch Commander
Aristocracy - Unchanged
You've probably also noticed humans have a far easier time starting out because unlike dwarves, they can purchase alot of provisions for half the cost dwarves can (Bloated tubers for 2 compared a plump helmet's 4, and several drinks for just 1 point.) However, they can't make steel or adamantine wafers, though i advise giving them the required reaction in case you stumble upon it while cavern exploring, just so you can make use of it as humans. I figure since they can make magma forges and such, they should at least have a rough idea of adamantine working.
I probably already mentioned this about the dwarves but the only way around this it seems to to have a race that will trade you those goods in thier place or make a seperate goblin entity to trade with you in winter. Trust me, goblins can be a life saver when moods strike that demand silk but you don't want to breach the caverns yet/ at all.
Sorry if I revided a near dead topic or whatever, I just play as humans ALOT on DF with a combination of very light mods to them (reactions and the sawmill, and weapons) and I wanted to contribute, since my best stories are from playing as humans in DF.
I probably also repeated myself in places and may be projecting so my apologies.