I give each dwarf a nickname that pertains to the works that they have enabled. I try to have as many specializers as possible and have labors like masonry and carpentry very selectively enabled. It means that I will typically get masterworks furniture without even fiddling with workshop profiles later down the road. I try to have as many smiths as possible too, for the artifact equipment. When I get a migrant who has no skills except soap or dissecting or potash or cheese, I'm actually very happy, because I can just flick on weaponsmithing and level it a bit. Once they get a mood that's a new artifact candy armor or weapon!
I also try to have as beefy a military as possible, something like 50% of dwarves are soldiers (though only for half the year), so competent/skilled military migrants are the most valuable ones for me. A good chunk of migrants get tossed in. A large majority of the pure peasants that migrate have military skills, so I like them. I also like the rangers that migrate in.
Whoever remains generally gets support skills like farming, brewing, stonecrafting, weaving, clothing, plant gathering/processing, and woodcutting enabled. Usually many or all of those skills are all enabled because once you hit "worker saturation" at around ~150 dwarves then it really doesn't matter how slow or fast your kitchen/resourcesgathering/crafting dwarves are. You can put "craft xxxxx repeat" in every spring and it makes enough barrels and clothes and drinks and food for a year or more until your raw resources run out. Then just do repeat again in next spring.