*shudder*
I always get chills whenever I see somebody else's embark profile. It's never what I would want to take.
This is heavily map dependent, but I don't like the inclusion of an iron anvil. Depending on how fast hostile critters beset the embark party, a steel axe might be pretty handy to have right from the start.
If the autumn dwarf caravan doesn't bring an anvil, tough shit. Prove you're a DF master by improvising. Or just wait for the human caravan in the summer. Depending on the savagery of the map, weapons being immediately available would be far more important than the ability to immediately forge them.
If you're really hurting for weapons and armor, you can trade for them with the dwarven caravan, or confiscate them from the caravan guards. In fact, this would probably be far preferable than embarking with a lot of random stone and ore and other junk to make the weapons and armor yourself.
I'd have to know more about the map before I could give any opinion with any certainty, so I'm just speculating at this point. If the map is large enough to give some breathing room between the dwarves and the hostile critters, then bringing an anvil along would work just fine. If it's on a 2x2, then bringing weapons along would probably be more important.
Additionally, dogs can be trivially trained to war dogs right from embark. We might as well take eight dogs, butcher four for the meat and leather, sew the leather into bags, and then train the other four into war dogs. That would save us on the leather or cloth we'd need for the bags.
The rest of the embark looks fine. I'd really need to see what the map is before I can say what skills I'd want the dwarves to have.
You know, Albedo, from how interested you are in this, I think you would like it far better as a competitor than a judge.