I've always just used standard. I like to have dedicated Furnace Operators and Wood Burners, as well as dedicated Weapons and Armor smiths (separate dwarves, so as to accomplish jobs quicker.) However, I combined the smith dwarves and furnace op too, but there's still a separate wood burner - the carpenter/wood cutter/bowyer/wood crafter. I take a Miner (Competent, if I can swing it w/ points), Woodworker, Smith, Trader (menial jobs that only come up sometimes, i.e. Mechanic, and things like Farming (Fields) that other dwarves do. However, that's usually something I activate post-embark. Appraiser skill is important, the rest he can learn, or wait for a migrant wave to bring you a better one. Last couple embarks have been purposefully on a Terrifying biome, so I took along a Swordsdwarf, Competent in Sword, Shield, and Dodging, w/ novice Wrestling to make him twist weapons in injuries. Took along a Speardwarf, too, same extra skills. Also brought along THE FARMER: does all those other jobs. Can be rolled into Trader, but be prepared for him to do nothing but menial jobs your migrants should take care of once the traders arrive.
Also, bring along purpose-tagged people for all jobs that build skill (that are important, i.e. no Growers unless you bring no food): Engraver (only necessary in a STONE aquifer, other than that just wait awhile for smoothing/engraving things), Smithing (tag Metalcrafter and Blacksmith on, too, despite their less-obvious benefits), Furnace Op/Wood Burning (faster production), Carpenter/Mason/Leatherworker/Clothier (Faster + Better stuff), Wood Cutter/Miner (speed and pretty tunnels
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On the subject of military dwarves, NEVER underestimate the power of dodging. They can't get killed if they can't be hit. Competent dodgers are NEVER in the way of those terrible Husk Camels (one-hoofed a Dwarf in the throat, then kicked the Left False Ribs into the Lung) unless they're unlucky. Also, shields take care of those few hits that might have made it through.
Brought items: Copper pick, iron anvil, wooden training axe, weapons/shields for military, bags, ropes, cloth (just because), buckets, Drink and Food (use all points). 4 Female, 2 Male dogs. They require no food, so you can dive underground with them, and they can be butchered. Make sure you breed a lot of them to populate your traps and Killbox hallway. Also, bring 10 stone and 10 wood in case you need it for workshops and they're not available locally (especially in aquifers).
Finally, tailor embark military equipment for the situation. If you're likely to be instantly assaulted, bring two dwarves, full iron gear, and weapons. Make them competent in whatever weapon skill they like. (Read their preferences page; a dwarf who likes steel/iron should be the smith, if they like Swords, make them a Swordsdwarf. Happy dwarves.) Fit everything else around this: you only need an anvil, a pick, and an axe, plus a short-term food supply, to really survive. Having more breeding animals is good; gives you a source of food that doesn't require planting. They can also be sacrificed one-by-one in an emergency, while crops can't be. But if all 7 dwarves die on arrival due to a wandering elephant, it won't do you any good to have three years' worth of food stored away.