Cats breed like the world's gonna end the day after tomorrow. This is good because it is basically a limitless source of food, so long as you keep the cats FAR away from any dwarves that walk by by pasturing them into a small area. Ideally only the butcher should ever see the cats on a regular basis.
The problem is that cats CHOOSE their owners. A cat that has an owner(enslaved dwarf,really) cannot be butchered. Not through conventional means, anyway. Combined with the breeding rates and you have a population explosion waiting to happen.
I recommend 1 male cat and as many female cats as you so desire, so long as they are pastured quickly at the start of the game.
The barrels exploit is basically a way to maximize the value of each and every embark point. The more you can bring with you to start, the better.
Always get 1 anvil. You could buy an anvil from the caravan (which will probably be mentioned sometime in the future) but it is always better to start with one of your own. The anvil is necessary for building a metalworking forge, and the name should be self-explanatory.
The pig tail fiber and cloth that you start off with in the embark menu is more expensive than other silken cloths or fibers. To maximize the value, I recommend cheaper cloths and fibers, like those made of silk.
Alcohol is ESSENTIAL. Dwarves are terminally dependent on booze. The more booze you can get, the better. Recommend a mix of the 4 dwarven boozes to cater to the preferences of the dwarves, and to prevent them from getting unhappy thoughts from drinking the same type of booze.
Swap all the different type of spawn,seeds and nuts for plump helmet spawn. All the other types can be purchased from caravans, and plump helmet is a food crop that grows in all seasons. A reliable, dependable source of dwarven nutrition. Plump helmets can also be turned into alcohol, which will be relevant later.
Get rid of your buckets, splits, crutches and wheelbarrows. Those can be made later from wood found on-site.
Get a single copper battle axe instead of 2 battle axes. The additional points can be turned into food or livestock(ideally female cats)
The skills for the dwarves are good to have, but not essential. Either invest on your dwarves having skills that help with making trading profit, or reinvest those points into more goods for the embark.