Here's my usual start.
I tend to assign skills to my dwarves based on the materials/workshops they need, to cut down on travel time. Mason and Mechanic for instance both rely on stone, for instance.
Mason/Mechanic 5/5 (Gemcutting, Gemsetting, Stonecrafter turned on at arrival)
Armorsmith/Weaponsmith 5/5 (Blacksmith, Metalsmith, Glassmaker turned on at arrival)
Herbalist/Axedwarf 5/5 (Woodcutter, Animal Care, Animal Trainer, Carpenter, turned on at arrival)
Grower/Clothier 5/5 (Asher turned on at arrival, this one has fewer jobs because he's going to be BUSY running the farms)
Brewer/Weaver 5/5 (Miller, Thresher, Dyer, turned on at 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 18 of every slow growing underground seed, 36 of the two fast growing plants, and a total of 112 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). Whatever points I have left go into cheap leather, more seeds, or more turtles.
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 axe and 6 copper picks.
I haven't played using the Dig Deeper mod, but considering everything I've heard about Orcs I might revise bits of this to focus more on defense. On the other hand, I'm not sure how much good one extra Marksdwarf would be against Orcs, so it might not change my starting build much at all.