Lately, I've been planning my embarks around the final role of the dwarf, after I transfer to a proper division of labor with only 1 job per dwarf. That means I give them one skill that is a nuisance to train or will be wanted early, and I max that, and the rest of their points get used on various basic skills for getting the fortress up and running, like growing and carpentry, that will be disabled on the starting 7 as soon as there is a dedicated dwarf for the job. I also like to spend a lot of points on mining, because while it's dead easy to train, nothing kills my enthusiasm for the game like waiting forever for designations to be dug.
Thus my usual layout is:
3-4 proficient miners
1-2 proficient engravers
1 proficient weaponsmith
1 proficient armorsmith
0-1 proficient metalsmith
Distributed among the non-miners, I also give a few points in masonry, mechanics, carpentry, growing or herbalism, cooking, brewing and furnace operating (last two are optional). If I want some extra skills, I might dual skill a miner, but they never get anything done but mining anyways, so I try not to depend on them for non mining purposes. As for items, I take 3-4 picks, an axe, an anvil, some seeds, not much booze or food, and none of the other stuff it tries to give you. I spend all the rest of my points on female geese or turkeys (plus one male), because for 6 points you get way more than the cost equivalent 3 meat, even if you never collect eggs. If I'm on a biome where livestock will be a significant liability, I'll exchange them for wood and extra booze.
I like to start with dedicated moderately skilled weapon and armorsmiths, because while I could pump out copper trader trash to train them, I'm probably going to want decent armaments before then. I also like to have a skilled metalsmith because I like to build all furniture out of metal as soon as that becomes possible, and I hate going back and rebuilding things because the furniture was unacceptably low quantity. I don't bother with metalcrafter because that trains very quickly when pumping out zinc, nickel, and lead mugs and crafts. While engraver is easy to train, it takes forever, and I don't like engraving without high skill workers, and don't like waiting ten years to train some up from scratch.
3-4 miners, likely without other skills might seem wasteful to some, but in the beginning when you are sketching out the grand plans for your fortress, it is incredibly nice to actually see them carried out in a reasonable amount of time. Of course I always disable hauling on miners, so other fortress work is annoyingly slow until migrants show up, but generally I spend most of the first year designating and supervising miners anyways, so that doesn't really matter to me.