My feedback (sorry a bit wordy):
Section 1 - As most others I'd find some of the skill choices questionable, especially on an easier embark, but it's pretty well geared for a noob friendly quickstart and while I don't have much experience with evil glaciers and the like, it'd probably let you get dug in PDQ so seems fairly versatile. I think you made a good case for why you chose and paired what skills though. Sometimes it isn't about the fact that the crafting results don't change, but about how fast you can get stuff done. I'd suggest a point of swimming and discipline on the miners at least. I tend to give everyone that, as it can be a lifesaver at times. I'd at least give the brewer & cook a point of armor or weaponsmith for mood potential.
Gypsum plaster, as someone said easy to make, but requires you to setup pottery and have a spare bag - honestly I wouldn't even bother, if you need it that early you're probably screwed anyway. I usually just trade for a bag of it first caravan. Have never really seemed to need it or traction benches - splints FTW. Also noteworthy about gypsum, it makes decent rock pots at 11u, if you've got gypsum on the map you've got tons of it. Initial thread for hospital easily gotten from butchering pack animals and spinning their hair. Ditto on tallow for soap. At any rate a single unit of each supply goes very far in the hospital, don't overdo it.
Never bothered with ropes, I tend to bring 1 male and 4 bitches and train them, it's very fast, doesn't require skill, everyone not a miner trains a dog while they're doing fuck-all waiting around for miners. Then just pasture them all in entryway. Cat-splosions don't seem to happen anymore, so I tend to bring a pair. Sheep an interesting idea - I tended to not like to bother with grazers, but I had some dipshit showup with a bunch of pet llamas (wish you could remove and butcher pets) and they honestly turned out to be pretty useful actually. I prefer geese, but peahens about the same - might bear mentioning to people about substitutes in case their civ doesn't have top pick. I like to bring a pair of pigs too - very low maintenance, and can be milked. Granted this pretty much guarantees you will need to use fix-ster, because you WILL get gay livestock, so it bears mentioning to bring an extra male and more than 1 female if no DFHack.
According to the wiki, only slade is dragon-fireproof as of 43.03. Since I can't remember the last time I had a dragon come wreck my shit, I think it's a bit of paranoia with the iron bridges (especially in the watersupply). I tend to just bring some magma-safe rocks to make blocks out of and call it a day. Granted I sometimes just let the FUN! happen where it may.
As a few have said, sandbags - If you've got embark points left and don't know what else to get, nobody has ever had too many bags early on. Even if the embark has sand (and glassmaking is awesome so worth looking for sand on embark) those extra bags will come in handy.
Section 2 & 3 -
As someone who long ago adopted quantum stockpiles and really (almost) never (hardly ever) looked back it's interesting for me to see stockpile designs that try to work around the games flaws without totally cheesing it. Seems pretty solid. I might actually give this a go, although I'd be very interested to see the rest of the plans, since I tend to go for metal industry sooner rather than later. I'd make Quickfort plans for all of this too.
The kitchen & dining layout in particular is interesting to me, since it addresses several faults I still haven't in my current setup. As others have said, farms WAY to big. Especially for 1 grower, and you'll need to let everyone harvest for sure or most of it is gonna rot. I tend to go with 3, 1x7 fertilized strips even for a fairly large fort. 2 seasons for each of the 6 crops, extra pigtails are an idea but I have found that QB for sure and even PH can get by with just 1 planting. Food is just never an issue and booze seldom is either, I will always have more dwarven wine than anything. That being said I do tend to buy all the fruit I can get from caravans for booze variety. I also tend to buy extra thread, dye and even cloth just because I can though, otherwise the 4 field rotation you use might be a necessity. I also don't tend to bother with surface farming.
If you're lucky enough to have a partial aquifier (and you'll need to cheat with DFHack to find and use it reliably) then that bears mention as an invader-proof water supply and is preferable to a river (or maybe you don't have a river...I haven't gone for river embarks since I was a noob). Speaking of rivers, I don't know if it's changed lately, but I've run entire forts off mussels alone - food plus shells for crafts. They just never seem to run out. So fishing bears mentioning as being either very viable or completely useless.
All in all looks like a very viable strategy. I'd love a sneak peak at the rest of your layout if you've already got it planned.
My own personal tips for metal industry, especially since most (bad) advice I've seen seems to be the opposite - If you've got steel making capability (and face it, life without steel isn't worth living) then smelters should go in the sedimentary layers (likely closer to the surface). Being close to the flux, iron and coal cuts down hauling. Magma ASAP, and if that means making a few magma-safe minecarts and hauling them up to dump magma into channels then don't fuck about, just get to it. That 100 level pumpstack (you'll wish you had sand & magma powered glassworks now!) can wait until you build an obsidianfarm or want/need weaponized magma. A single pump above the sea, going into a secured room where you dump the carts, pump it full, then drain it out and fetch the carts will get the job done.
Also if you're building a glass industry, then keeping 1 non-magma glassworks with orders for sand-collection only is handy (probably the same for pottery and clay gathering).