To make your life a bit easier, try and generate as much wealth and dig as much as possible in the first year, so that you maximize the effect of those two migrant waves. An easy way to do that would be to bring lots of wood and ore and crank out a ton of bronze disks and such.
I often rely on migrants for skilled metalworkers, but for this fort you should definitely bring a proficient weaponsmith and proficient armorsmith. I also recommend a mechanic, diagnostician, planter, brewer, cook, 2 miners. All else is optional. A military dwarf would also be a good idea (axedwarf/shield user or teacher/other is good).
You won't be able to rely on your home civ for domestic animals, so bring your dogs/cats/pigs/alpacas.
For defense, I would get traps up by the first autumn, and I would avoid going for the typical stockade/archers/drawbridge surface config. Be ready to replace weapon/cage traps with something more advanced, like a dodgeme, or a flusher, or a goblin grinder. You can also go for a long spike-trap hallway but it takes mechanics a while to set one up. Definitely have a secondary entrance for traders, using a dual-bridge airlock design (although there can be problems, if you don't have stockpile space for everything, dwarves will leave stuff in the depot, and this means it would be inaccessible if the depot is left open for incoming traders -I think you can use a fake depot to get wagons to approach, and then only open your airlock depot while making the dummy one inaccessible, then you can leave your real depot accessible to your dwarves but blocked from hostiles as default).
Do train a military, with civilians in inactive marksdwarf squads, and a few small squads of full-time professionals. Only use your military to deal with forgotten beasts and other unforseen circumstances. Each dwarf death is a loss.