I take a proficient herbalist with me, cuts out the need for farms until you have lots of dwarves, I build all the usefull workshops (carpenter, mason, mechanic, kennels and crafts) outside. First thing dug is a large room for the food, then a dorm, then a statue garden to keep the animals in. Trees are also designated for cutting on day 1. Cap at least 1 pool with floors or drain it into a reservoir as well.
While everybody else is moving the food the miners grab me a big bit of the outside by putting a moat around it. The craftsdwarf then goes to work and doesnt stop for anything. I dont bother with goods stockpiles until I have a few dwarves, just build another workshop right next to the depot, the first 7 should be busy.
Herbalist goes out gathering and the miners go DOWN. To the magma, wall off any caverns you come across and do exploring however you want, just keep all the breeches sealed. once I have struck magma, I knock out a quick dining room, build beds, barrels and cages depending on need and start with the mechanisms. Brew all the outdoor plants, cook all the seeds, get a few cage traps and a bridge over the moat and you will have a fort that can hold alot of dwarves while you work out where you want the real fort to go.
If im embarking without surface plants I usually take a grower rather than a herbalist usually but I have made it work without by digging out massive soil areas and breaching the cavern for sporefed treefarms, or after exploring the caverns pick large areas to wall off with 3 or 4 masons.
I usually regard my first 7 as the elite core of my fort, good mechanics, all metalworking skills, leatherworking (not so useful now) seige engineering (its fun ok?), cooking etc. Their job is to get some food in the larder and work out where the food is going, also to NOT DIE. No dragging logs to stockpiles though the wilds or living unprotected by good stone for too long, get them inside and get someone useful to train the war dogs (my proficient armor/weapon smith always does that)