Here's my usual start. Of course some of this might be altered a bit depending on the site, a site with no sand/magma has no need for a glassmaker, for instance, and I'd change that out for Armorsmith. Each dwarf has the skills I buy listed, followed by the jobs I turn on as soon as I arrive, and let them learn via experience. Everyone mines, except for the woodcutter, until I have the basic squared away, then I usually trim it down to just whichever dwarves aren't busy (the mason, if there's an aquifer, the glassmaker if I can't reach magma easily, etc.)
Mason/Mechanic 5/5 (Gemcutting, Gemsetting, Stonecrafter added on arrival)
Glassmaker/Weaponsmith 5/5 (Blacksmith, Metalsmith, Armorsmith, added on arrival)
Herbalist/Axedwarf 5/5 (Woodcutter, Animal Care, Animal Trainer, Carpenter, added on arrival)
Grower/Clothier 5/5 (Asher added on arrival, this one has fewer jobs because he's going to be BUSY running the farms)
Brewer/Weaver 5/5 (Miller, Thresher, Dyer, added on arrival)
Cook/Leatherworker 5/5 (Butcher, Tanner, Bonecrafter on arrival)
And last an Expedition Leader/Broker with 10 social skills at 1, always including Appraiser, Judge of Intent, Organizer, Pacifier, and Consoler, and never including Record Keeper. The others I just choose to fit the Dwarfs personality traits. I leave out Record Keeper because it's so easy to skill up later. This dwarf also does all the scut work as my fortress' hauler/miner, until I get more immigrants.
I bring a pair of war dogs and a pair of cats, the war dogs have saved my ass several times on bad starts, and the cats are just too useful for killing off vermin.
For supplies I bring at least 10-20 of every underground seed, and a total of 101 or so units of booze (arranged according to dwarven preferences). I bring 1 of every 2 cost meat for the free barrels (of course), and 14 or so turtles (for the shells and bones).
I bring an anvil, 1 hematite or magnetite, 6 malachite, 6 Bituminous Coal, and 10+ Bauxite. As soon as I hit the ground, everyone except my herbalist temporarily gets Woodburning/Furnace Operating/Architect/Mason turned on, and while he gathers the local plant life they build 2 wood furnaces, 2 smelters, deconstruct the wagon, and build a metalsmith's forge, then burn two of the wagon logs into charcoal. Then two dwarves deconstruct the wood furnaces, two process coal into coke, and the other two build two more smelters. Once all four smelters are up, they each process one of the remaining coal into coke, then start smelting the hematite and malachite into iron and copper. After the first round of smelting, the Weaponsmith starts cranking out an iron axe and 6 copper picks.
It takes a second or two, but the instant rollout of heavy industry is just about as Dwarfey as you can get, and a set of picks and a steel battle axe would cost 420, where this costs 78 (24 for the Hematite, 36 for 6 Malachite, 18 for 6 Bituminous Coal)
Oh, and whatever points I have left go into cheap leather, more seeds, or more turtles.