I generally establish my primary entrance at ground level into the side of a cliff or (if on a plain) one level below the ground.
This level acquires my first stockpile (to get the embark kit off the surface), farms, surface and soil-based workshops (butcher, farmer, tanner, fishery, still, kitchen, ashery, soapery, sometimes loom and clothier) and trapped and drawbridged entry tunnel (usually a checkerboard pattern to limit line of sight for marksgoblins). When I've got a military going I put the barracks here as well to for easy access to the outside and the main entrance. Trade depot and trade goods stockpile go here as well, although usually horizontally separated from the main entrance to the fortress with a drawbridge-secure pathway.
One z-level down is for the other workshops (craft, mason, mech, carpenter, bowyer, jeweler + associated stockpiles), an initial small dining room, manager/bookkeeper's office, and small dormatory, in the soil if possible to speed up the dig-out.
First stone level gets my main dining room and food/drink stockpiles, as well as the well and hospital (if I can make a cistern or get access to an aquifer from there). I put these in stone so they can be later smoothed and engraved for greater value.
I will generally dig up/down/out feelers from the central stairwell to find ore, and put the metal industry on the z-level that minimizes ore-hauling distance to the smelters.
Depending on where all the workshops have gone, I typically reserve the next level down for a furniture/bin/box/pot stockpile, then do levels of 20-30 appartments stacked on top of each other until I dig out and furnish enough to house all of my dwarves (I usually run with a pop cap of ~150, so normally 5-8 z-levels of 3x3 boxes with beds, cabinets, coffers, and doors).
Once all of this is accomplished, I usually do a deep dive to find and open the caverns, then start the process of making big tree farms and pastures in the unused portions of the soil z-levels when the spores start to spread...the eventual goal being complete divestment from the surface to reduce civilian attrition from goblin ambushes.
If the fortress is still healthy at this point, I usually dig down my 3x3 central stairwell to the top walkable layer of the cavern and build some basic dining and dorm facilities, a barracks, some traps/drawbridges, and maybe a loom, butchery, tannery as the scavengers (hunters, web-gatherers, fisherdwarves) start to gather from the caverns.
Somewhere around this point of the game, I usually make a critical error in judgement (sending the militia out to fight the 100+ goblin seige; fighting the deadly dust FB instead of closing the cavern drawbridge and sacrificing a few fisherdwarves; accidentally breaching an aquifer in the top level of my fortress; etc) and spiral my fortress to its eventual doom or FPS death.