I usually don't bother with Miner or Woodcutter or Brewer or such things on embark. Miner trains quickly enough anyway, and they don't affect the quality of items.
My last embark (was in an evil region)
5 in Hammer, 5 in Shield - made him militia right off the bat, station at wagon. Brought along a copper hammer and shield for him. He'll get a bad thought about going off duty when he glitches back to a Peasant when you change his station order, so avoid doing that until ready to wall off. Then make him the Furnace Operator, or have him cut rock blocks or something until he gets a skill.
5 in Dodger, 5 in Teacher - made him a miner, disabled all others. Even though Teaching still isn't really useful I've always wanted it to be.
5 in Armor, 5 in Teacher - made him a miner, disabled all others. Yeah, I'm just going to say that my wife is a Teacher so there. These two will hand their picks to the first migrant wave and join the first one in the militia.
5 in Mason, 5 in Carpenter - This guy builds furniture. On a nicer embark he might also cut trees, but today he just hauls stuff into a hole as soon as the Miners start digging.
5 in Grower, 5 in Cook - I like to put Grower and Cook together. Sometimes I think that splitting these jobs up might be better, but I always end up putting them together in the end. On a nicer embark he might start out doing some plant gathering, but today he hauls.
5 in Weaponsmith, 3 in Appraiser, 2 in Judge of Intent - This guy is an all-rounder. Butchery, Tanning, Brewing, Wood Burning, Milking, Cheese Making, Furnace Operating, and some other stuff. He'll be assigned as Broker, Manager and Record Keeper in addition to that and hauling. I'll foist some of these jobs off onto migrants when they show up. It might seem like Armorer would be better than Weaponsmith, but I find I tend to get more migrant Armorers for some reason.
5 in Dyer, 5 in Clothier - This slot used to be like "Armorer / Blacksmith" or "Bowyer / Carpenter", but I wanted to pay more attention to the clothing industry this embark. I start him off as a third miner just to get underground quickly. In my last embark I had him di He'll get similar all-around labors as the last guy, as well as Weaving (although ideally I'll get a migrant to do that so he doesn't have to do the whole industry alone)
I embarked with cats, chickens, an anvil, three picks, copper hammer and shield, perhaps 40 plump helmets, 10 seeds of each other plant, maybe 10 wood and as much bituminous coal as I've got points left for.
I gave that third pick to either the furniture maker or the fashion designer, and had him dig a channel straight down from the wagon, which the two soldier miners met up with using a proper tunnel. That way the guys on the surface could just pit everything from the wagon right into the hole, and then floor it over.