There's many paths to success in DF, but looking over what you do, here's what I do a bit differently.
This is the method I use for pretty much any fort, after playing for a few years.
Embark on a location that has some aquifer, but not all aquifer. Typically one embark tile worth of aquifer.
Take a rope, 5 buckets, some magma-safe stone blocks, some logs, axes, picks, 60 food, 60 drink, 20 plump helmet seeds, 1 anvil, some thread, some cloth, and assign at least one skill in each noble assignment required. (appraisal, organizer, record keeping)
Embark.
Adjust refuse settings, forbidding, orders, and workshops. Assign nobles for broker, bookkeeper, and manager, change bookkeeper precision to highest.
Set all the skills/labors necessary for the starting seven.
Dig central stairway/shaft down about 10 Z levels.
Dig storage room in stone (not soil), create a garbage dump near the storage room.
Build a single 11x11 stockpile in the storage room. Change the settings so it accepts everything I brought in the wagon, max bins/barrels.
Dump all the stone from the stockpile. Once dumped, reclaim it.
Dig out a meeting area adjacent to the stockpile.
Designate the meeting area.
Deconstruct the wagon.
Build six workshops out of blocks: mason, carpenter, craftsdwarf, butcher, kitchen, mechanic.
Use the manager to build 2 rock doors, 7 rock thrones, 7 rock tables, 1 mechanism, 5 rock pots. (in that order)
Put one door at the entrance, lock/forbid it.
Build two adjacent block walls near and put the second door on the garbage dump.
Dig out a path from the aquifer to below the meeting room, put in a pressure reducing diagonal to prevent flooding.
Build a well above the new completely secure water source (from the aquifer mentioned above)
Slaughter the wagon-drawing animals.
Place all the tables and chairs, assign two chairs, one to the bookkeeper, one to the manager.
Below the meeting room, dig out 27 squares, dump all the stone off them.
Above the 27 squares, assign a pit/pond as a pond-not-full.
The dwarves will attempt to fill this area, creating muddy stone below.
Once muddied (takes less than a minute) disable/remove the pond assignment, and create three 3x3 farms.
Assign all three farms to plant plump helmets in all seasons.
Build and place 9 beds near the meeting area.
Normally I'll save at this point, as it's a good milestone.
Now, you're pretty much set for at least the first year. If you do it right, it can all be done before the outpost liaison/first caravan arrives.
Typically, I will have scouted out the embark so I know where the ores, caverns and magma is, so I'll have set up magma smelters and at least one magma forge. At this point, I'll also mine out the iron, and start making a set of iron military gear for the second or third migrant wave, and set them up training. Beyond that, the sky's the limit.