Since I'm running through it all from the top again, and
also to maybe cut down on some of my ridiculously long posts...
yeah, who am I kiddingSection 1 reread -
A single bag of gypsum will suffice, probably forever even. Same for the cloth and thread. 1 unit of goods becomes MANY units in the hospital. There's no excuse to not butcher the pack animals as soon as it's convenient, besides the usual useful stuff, initial thread for the hospital can be made from their hair in the farmers workshop. I realize "as soon as convenient" for a noob may be a while, but it at least bears a mention.
You forgot more seeds. Can cut the PH to 1 (for bag) since you'll get seeds from the ones you brought. Which should be brewed, not eaten! Silk is same price alternative to yarn. I'd up the booze a bit, around 90 total (the other 3 preferably) Meat/fish - I don't find the max barrels exploit worth bothering with but you want 4 types so you can make lavish meals out of whatever you bring. I tend to like 10 each. Properly managed this should get you to the 1st caravan even without an herbalist.
I'd change "Many other birds are also perfectly appropriate." to geese. Geese should be your plan B (my go to actually). You'll be cursing waves of migrants forcing the rest on you as pets in the years to come. Dogs/cats I can't say I've ever seen unavailable. Sheep rarely, but you've mentioned alpaca/llama.
LATE EDIT: Plan C. If you just want eggs (and some people may not want the framerate hit of a bunch of poultry running around, or the hassle of managing breeding) then just take a female or two, no males. They'll still lay eggs. I think turkeys are actually the winner for this route.
I mentioned the stone ores earlier.
The skills...so I've given a few embarks a chance. Still can't stomach the wood cutting, architecture, cooking, herbalism or especially woodcrafting as starters. Even mechanics. Still a fan of 1 discipline/1 swimming for everyone. So my noob friendly picks:
2x 5 miner
5 mason
5 carpenter , 1 judge of intent, 1 appraisal - make manager/broker/bookkeeper/CMD initially - reassess and reassign every migrant wave!
5 stonecrafter (alternately give this guy the carpenters other duties)
2x 5 planter
The 2 miners will be legendary by the end of the year, even if you started them with 0, but really, it's just hard to beat the speed you can get yourself underground and situated with that boost. My usual strat also involves far too much micro (even for someone advocating microing)
Masonry, carpentry and stonecrafting are something you are going to be doing a ton of your 1st year and the extra speed does help. It's also nice to be producing a bit higher quality of them from the start so later when you get anal about getting rid of anything less than exceptional quality it's that much less furniture to replace.
I elect the carpenter for the management jobs, as well as woodcutting, which is why I start him at 5 carpenter instead of 0. So he has time for his other duties. The initial run of the bookkeeper does put him out of pocket for some time. After that it is minimal. You can control when that happens, since until he gets an office he can't work.
Mason and stonecrafter (or the carpenter) get all the other jobs I need done as well (including mechanics & architecture). This is typically just until that 1st wave of migrants.
For the most part you want the planters doing nothing but planting and harvesting, in between they can do other crap (like hauling) but it pays to micromanage your labor in the early game. You also don't want to let them do any moodable skills, save 1 each (like having them make a piece of armor once you get that going and then disabling it again). I'd rather have 2 planters over 1 planter and 1 herbalist. I have found good grower migrants to be extremely rare, 2 protects you from 1 being busy. Granted if you can't get to farming for some reason you might have a tough time.
Why is woodcutter useless? because it seems to have no effect, levels up fast, and in all likelihood will be reassigned to some migrant.
Architecture - you need shit built now, not when your 1 architect gets around to it. While it's a nice idea to max building value it really doesn't ever seem practical. I always always always have at least 4 dorfs with it enabled.
Cooking - same reasons as booze. Yes food has a quality level but it has little effect. Even 2 growers are going to be busy most of the time, 1 grower I wouldn't even consider to let him do anything but plant/harvest (that includes hauling).
Mechanics - it'd be nice, but it gets done in spurts...and I'd still rather have a lvl 5 armorer
Herbalism - I use it later when I get a migrant...FOR SUPPLEMENTAL CAVERN PLANTS...surface plant harvesting is a stockpile management nightmare. Doubly so early on when bags are at a premium. This is going to fuck up noobs in so many ways because...why I has no empty bags when I brought 10??? Over and over. I hate herbalism almost as much as I hate woodcrafting...
Woodcrafting - how do I hate thee, let me count the ways...so I got this great embark, other than the savagery the guide to the T...and I got lots and lots of trees...also lots of flux and iron near the surface....BUT...NO...FUCKING...COAL! And the magma is verrry deep here. So guess where all my spare wood is gonna be going for the foreseeable future? If you said wooden pots, do not pass go, do not collect $200...go directly to...a magma lake. Why? Because I really really really like steel. So there's charcoal to make. There's potash to make. We still need wooden beds and bins and other crap. Also wooden trade goods are about useless, (unless you want to piss off the damn hippies). You'll likely get several highly skilled woodcrafter migrants (because they are next to useless). Yes, you can always trade for a lot of wood easily if you run out. And a little bit of coal ore/charcoal. It gets to be a drag if you are dependent on it, I shit you not.
This is not just based on my pre-existing prejudices from playing the game a few years, but also from beta-testing your guide at each iteration. So I'm not talking about stuff that sucked years ago but might have been patched but wasn't...it's stuff that I've verified recently still sucks.
Sample profile. Note: I don't bring extra male animals because I use fix-ster. I also bring regular dogs and train them for war
[PROFILE]
[TITLE:Sample]
[SKILL:1:MASONRY:5]
[SKILL:1:SWIMMING:1]
[SKILL:1:DISCIPLINE:1]
[SKILL:2:MINING:5]
[SKILL:2:SWIMMING:1]
[SKILL:2:DISCIPLINE:1]
[SKILL:3:CARPENTRY:5]
[SKILL:3:SWIMMING:1]
[SKILL:3:DISCIPLINE:1]
[SKILL:4:STONECRAFT:5]
[SKILL:4:SWIMMING:1]
[SKILL:4:JUDGING_INTENT:1]
[SKILL:4:APPRAISAL:1]
[SKILL:4:DISCIPLINE:1]
[SKILL:5:PLANT:5]
[SKILL:5:SWIMMING:1]
[SKILL:5:DISCIPLINE:1]
[SKILL:6:PLANT:5]
[SKILL:6:SWIMMING:1]
[SKILL:6:DISCIPLINE:1]
[SKILL:7:MINING:5]
[SKILL:7:SWIMMING:1]
[SKILL:7:DISCIPLINE:1]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:1:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:30:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:30:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:15:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:15:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
[ITEM:10:FISH:NONE:LOBSTER_CAVE:FEMALE]
[ITEM:15:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[ITEM:30:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:10:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]
[ITEM:10:MEAT:NONE:CREATURE_MAT:GOAT:MUSCLE]
[ITEM:10:FISH:NONE:FISH_CAVE:FEMALE]
[ITEM:5:LIQUID_MISC:NONE:LYE:NONE]
[ITEM:5:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:5:BOULDER:NONE:INORGANIC:QUARTZITE]
[ITEM:7:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:3:BOULDER:NONE:INORGANIC:CASSITERITE]
[ITEM:3:BOULDER:NONE:INORGANIC:MALACHITE]
[ITEM:12:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:PLASTER]
[PET:2:DOG:FEMALE:STANDARD]
[PET:2:DOG:MALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]
[PET:2:SHEEP:FEMALE:STANDARD]
[PET:1:SHEEP:MALE:STANDARD]
[PET:2:PIG:FEMALE:STANDARD]
[PET:1:PIG:MALE:STANDARD]
[PET:1:BIRD_GOOSE:FEMALE:STANDARD]
[PET:1:BIRD_GOOSE:MALE:STANDARD]