carpenter -
beds, barrels, bins, wheelbarrows, stepladders, buckets, shields if your carpenter is more skilled than, and you have more wood than, your leatherworker (leather shields are lightest and just as effective as other materials, but leather is generally far more precious a resource than wood since you need leather to make quivers, armor etc.)
mason - blocks for building stuff faster & prettier (including other masonry items),
chairs, tables, doors, cabinets, chests (coffers), armor stands, weapon stands
most things a mason does can be done by some other person, carpenter/metalworker, but stone is almost always very cheap/available and fast.
weapon/armor smiths - making metal items requires many steps in time and materials (mining, smelting, fuel production, and finally crafting) This is the most obvious and imperative need for maxing out the starting skill level that I can think of for "normal fortress players"
metal crafting / blacksmithing - also somewhat difficult to train, if slightly less important to most forts, I max these skills too.
Leatherworking -
quivers, backpacks, cloaks, hoods, shields*, waterskins*
*(*wood shields & metal flasks might be easier unless you have tons of leather
Herbalist / grower - I read somewhere a
skilled one of these will more often harvest the maximum stack of 5 instead of lesser amounts in the same amount of time... this is logically more efficient to have more starting skill in.
other important skills which don't need much if any starting points in my opinion:
wood working/crafting -
practice bolts, nest boxes, hives
Furnace operator - really nice to have the smelters work faster. Bring one unit of fuel (coke) to get you started quickly,
and also bring large amounts of bit. coal, or lignite on embark if you have the choice! 50+ for coal is what I do.
Then when you get there and find you do not have plenty of it on-site it you can say "thank god"... and if you do, then oh well since it was cheap.
otherwise your poor trees will suffer greatly.
stone working/crafting - nest boxes, hives
wood cutting - cant hurt to give this dwarf some military skills if he's likely to be outside/alone and in greater danger
mining - learn on the job mostly but get at least 2-3 dwarfs to be miners ASAP imo
brewing - super important but can be easily learned on the job if you bring enough at embark (80~ish units?)