Ouch, if six of them aren't labor-enabled without cheating, and four of them are locked into the military (well, at least you have seiges covered...), then you're going to have a rough time of it trying to recover... But that also sounds like the sort of challenge I'd like to take.
Fortunately, all you REALLY need to sustain a fortress for a while is food and booze once you have enough rooms and furniture for everyone.
I'd set one of those two remaining labor dwarves to be an all-purpose farmer/cook/brewer and maybe a carpenter or mason, as well. Just in case you have to live on these stocks for a while, you should keep up the food production... I reccomend cutting down to five (maybe if you want to push it, ten) seperate 1x5 farm plots, however. The rest can fallow. No sense running your only farmer ragged planting seeds that he can't even cook. (At least the children will grow up good at farming, too, since they will likely get harvest labors.)
The other one gets to be miner/mechanic/mason/armorsmith/weaponsmith/architect. You might want to get a little "cheap", and set up trap halls, elevated marksdwarf bunkers, and generally trim down ramps or build walls or dig channels until you can mess with enemy approaches with drawbridges closing off entrances or funneling enemies into long hallways full of cage traps, so that you can mitigate the risk to your champions.
Odds are, you might have children that grow up before you have new migrants, so keep in mind what you'll want to do with them, as well.