7 dwarves:
1 weaponsmith/siege engineer
1 armorsmith/leatherworker
1 jewelcrafter/trader
1 metalcrafter/bonecrafter(/stonecrafter if you're into obscene amounts of low value trade goods)
1 farmer/brewer/cook
1 metalsmith/carpenter/mason
1 clothsmaker/weaver/dyer
And that's with a lot of doubling up and taking only a few points in some skills. How do you have extra dwarves?
Uh, where are your miners/wood cutters? This embark is extremely different than mine, which has generally three miners (one mason, another a architect, and another an engraver), a wood cutter/axedwarf, a planter/butcher/tanner, bone/stone crafter and a brewer/cook.
Leadership positions are spread out randomly. Idk why, but I can't stand to see my leader double as a record keeper, trader or manager or any combination of them.
It's been said before, but it's cheaper to bring along 7 picks than 3 miners and 3 picks. Usually I don't do much crafting until at least the fall. That's a lot of time on their beards. Do you realize how much digging 7 dwarves can do in two seasons, even if they start with no mining skill? My current fort dug out two 31x31 storage floors, two 31x31 workfloors, magma tunnels for the workshops, a tunnel up to the wagon (later sealed), a drowning trap+flooding and draining tunnels so it's functional, plus they managed to haul all their supplies down 6 z-levels into storage, clear away the excess stone, and set up a system of pumps and drawbridges to secure the entrance. You just can't do that with 3 proficient miners. 3 miners basically lets you make hundreds of little basalt trinkets for the caravans while you wait for your 3 vital dwarves to nap/eat/drink/goof off.
I used to do the 2 miners thing following TinyPirate's example build in the walkthrough. After reading a little Boatmurdered and some Ironblood though I realized it wasn't worth the points for a skill that would hit legendary on it's own anyways. As for woodcutting, I assign all my haulers woodcutting labor and let them pick up the extra axes "donated" by the goblins, orcs, and dark elves. It's not like logs have quality, and it helps them when they run into kobolds.
7 dwarves:
1 weaponsmith/siege engineer
1 armorsmith/leatherworker
1 jewelcrafter/trader
1 metalcrafter/bonecrafter(/stonecrafter if you're into obscene amounts of low value trade goods)
1 farmer/brewer/cook
1 metalsmith/carpenter/mason
1 clothsmaker/weaver/dyer
And that's with a lot of doubling up and taking only a few points in some skills. How do you have extra dwarves?
I don't think of some things as very important lol
For me its:
1 Miner/trader/gemsetter
1 armor/weaponsmith
1 grower/brewer
1 grower/cook
1 carpenter/woodcutter
1 mason/gemcutter/gemsetter
So you see, things like weaver who I don't really think are NEEDED for survival just train up when I get imagrents. I'd rather dwarves specialised for one or two jobs then jack of all trades.
It's just a matter of prefrence I guess.
Also apart from the woodcutter they ALL start off mining
Are two gemsetters NEEDED for survival? Is a weaponsmith needed (honestly, in vanilla just enable mechanic labor and make a few dozen stonefall traps, you can cut down entire sieges like that). Do you honestly need 2 growers to start? You bring them because you see a need for them based on your play style. I don't trade stone crafts, so a metal/bonecrafter and a clothier are vital to making trade goods. Another player I did a succession game with based his economy on mechanisms (which confused the crap out of me at first). Some players skip the weaponsmith and use a bowyer and stonecrafter. Others skip the leatherworker and deck their dwarves out in platemail. It's all based on what problems you foresee and how you plan to deal with them.