Well since his is where the thread is going... here is my typical start:
Miner 5
Carpenter 5; woodcrafter 5
Grower 5; chef 5
Armoursmith 5; weaponsmith 5
Mason 5; stonecrafter 5
Mechanic 5; architect 5
Hunter/military commander
Along with me I bring a single piece of gabbro, an anvil, and buttloads of cassiterite and malachite. Nothing else. It's a fairly difficult first couple of months, but before the first migrant wave I generally have a good stock of bronze equipment. This is only really possible for me because of how easy it is to just say: "right, the four of you, go get enough food to last us a few years," thanks to the herbalism upgrade.
Startup steps are as follows:
designate a gather zone, set mechanic, grower, and militia to gather.
break wagon, build carpentry shop, build wooden training axe, chop down immediate vicinity.
Build masonry shop, make blocks out of gabbro, build smelter, two wood furnaces, and forge.
build craft shop, make wooden pots, build still, set to brew on repeat (assign someone as brewer).
Set furnaces to produce charcoal on repeat, set smelter to make bronze on repeat (Use militadwarf).
Make a pick at the forge with bronze, start mining out shelter, make beds.
Then just micro your dwarves to keep the forge running and the food coming in. Generally, I wanna have only one dwarf gathering after the initial rush to not starve, with the miner only mining, the smith only smithing, and the rest making charcoal and bronze, occasionally taking breaks to brew drink as ingredients are available. As migrants come your starting seven stop doing the grunt work and move exclusively to their selected professions.
If you brought a hunter rather than a militia dwarf, bring along a quiver and remember to build a butcher and tanner right after you get your training axe. Build a bowyer as well and make him a wooden crossbow. The craftsdwarf shop has to produce wooden bolts at a steady rate.