I use these fairly frequently. With Dwarf Manager, keeping my dwarves in guilds makes life very very easy.
The Earth-Striker and his Diggers: My embarking miner, and any dwarf whose primary skill is mining.
The Mountainsmith and his Stonemasons: Embarking mason and his masonry & detailing staff
The Brewmaster and his Brewery Staff: Expert brewing (no hauling labors) and brewing with food and barrel-hauling enabled
The Head Chef, Sous-Chefs, and their Kitchen Staff: Expert cooking (no hauling labors) for the head chef, cooking and plant processing for the sous-chefs, and food-hauling and zero-skill kitchen tasks for the rest.
Farmhand: Planting, plant gathering, butchery, tanning, animal care, and other jobs you'd find on a farm.
Craftsdwarf: As a group, any of the blue skills. I customize these and use nicknames to sort out which ones are making progress in their chosen craft skill. Any blueskiller who goes legendary becomes Master {STUFF}crafter and has all other labors disabled, especially health care, burial, and item hauling, to prevent him deciding to venture outside during a siege to reclaim a body.
Reservist: Dwarves bound for military service (soapers, woodcrafters, peasants w/ no family, etc.). Usually I set these guys up for pump operating, masonry (at block-only shops), detailing, and other fast-to-level skills.
Treebane: Anyone who chops trees or turns them into barrels or bins.
Hauler: has only hauling labors enabled.
Medic: has only health care and burial enabled.
Child: usually an immigrant; children can do hauling and stone detailing, so I turn all of these labors on using Dwarf Manager. It's a great source of additional labor and a nice long-term source for military dwarves since they become legendary before they become adults.