Miner/Engraver <-- between digging and smoothing, these two
Miner/Engraver <-- can get a lot done pretty quick.
Mason/Mechanic <-- suspend Masoning for any engineer jobs
WeaponSmith/ArmorSmith <-- Does odd jobs until excess of wood/sweet magma
StoneCrafter/(GlassMaker || Architecture) <-- if there's sand, I get one, else the other
MetalSmith/Metalcrafter <--Metal!!! also I tend to forget which skill does which jobs
Farmer/Weaver <--High quality Pigtail cloth socks FTW!
The two diggers get busy and with engraving on whenever there's a lull in my expanding, they're off smoothing everything. I've also yet to not get agility bonuses this way.
The Mason/Mechanic makes blocks, mechanisms, tables, anything staying in the fortress really. Also allows for fast set up and take down of things.
While having the Weapon and Armor in one fella is a bit risky, especially due to a skeletal camel, as long as you make sure none of his "temp" jobs pass his primary two, he shouldn't mood into something useless. And having even *copper* or +bronze+ early on is wonderful, and if there's iron hoo boy...
StoneCrafter/GlassMaker is good early on, making money for the caravans, and even if he's a legendary StoneCrafter I typically get a couple more from moody peasants, so he can be free to make glass full time. With no sand though, Having Archi SEEMS to be a poor choice due to being busy with rock, but suspend him and the mason and roads, walls, and bridges sprout up hella fast.
The Two Metal Jobs here, like Weapon and Armor boy, is risky when the Giant Leopards are hungry and he's cutting wood. But this means I can devote a whole forge to him and be certain no crappy metal bits will be made by him. Plus he and The W/A can take care of odd jobs.
Farming and Weaving. Depending on the quality of the stone nearby as well as the level of hostilies I may need walls up in a hurry, and socks with dyed thread, died cloth, and an image of a dwarf laboring with dwarves can bring in quite a bounty. Since woven cloth has a rating on top of the dying, weaving, AND imaging, well, imagine this:
A human brandishes an axe. It's Iron, studded with bone and leather spikes, and all in all is quite fearsome in an Italian gothic'y sorta way. The dwarf nods approvingly, digs into a bin, and brandishes a Red and Blue Sock with a picture of a Melting elf stitched into it. They exchange goods, and shake hands.
While I can't make dye without glass or spare metal(not sure about the metal), I can use the oodles that gets traded to me, and dyers and cheesemakers(well one each of them) get steady jobs if possible.
My first useless Potash Maker or Lye-Guy gets to be bookkeeper, then a manager, and often in the first wave, a bookkeeper and sheriff as well.
Teams get formed in the (m)ilitary screen, the miners and engravers get one batch, the mason the next(complete with rank dependant jobs no wasting the good workers with blocks), and all valuable fey skills get set to haul jobs to not lose them.
Peasants get military, be it Guards, Royal Guards, or plain useful soldiers. The Sheriff/CotG makes the guards actually work, so thieves are cut down and baby snatchers seldom get far. This minimizes the amount of "useless" dwarves running about.
While having a starting Brewer/cook is nice, I've found having a good dining room makes up for plain biscuits, and great beds can be forgone for plain ones + decent apartments.
But that's just me y'know.