Carpenter 5/Axedwarf 5 - Woodcutter and carpenter. The Axedwarf is mostly in case of hostiles while woodcutting, but is also useful in case of thieves.
Brewer 5/Grower 5
Cook 5/Grower 5 - I've considered changing at least one of these. I usually put these guys on plant gathering until I get my farms set up.
Appraiser 5/Weaponsmith 5 - Actually, I've considered changing this one too. Weaponsmith is rather useful as it's annoying to train. Appraiser isn't really that useful, and goes up a lot after the first trade. However, having at least 1 gives you the import/export wealth, I believe.
Mason 5/Mechanic 5 - Mason is fairly self explanatory. Mechanic is simply because mechanics are fun, but I might change that if I find something better.
Miner 5/Armorsmith 5 - Miner trains fairly fast, but I like to get my fort dug out quickly. Armorsmith is another annoying to train skill, and useful as well.
Ambusher 5/Armoruser 5 - Almost certainly going to change this one. Hunting isn't really that useful without a full time butcher, and it doesn't really need to be trained. However, it does get me free equipment. I might just go with 1 ambusher and 4 marksdwarf. Armoruser is a pain to train, and is useful if he goes hunting.
Edit: I forgot to mention, I usually don't bring an axe and just bootstrap one. I do bring a pick, as it's nice to be digging out my fort while the other dwarfs take care of making another axe and a pick. I'm still sussing out how much food and alcohol to bring, and what other stuff to use my points for.