Here's a really easy one. It's designed for cold/freezing/treeless biomes and can survive fairly easily in terrifying/sinister terrains. It brings along 26 wood, 6 weapons(3 picks, 2 copper hammers, 1 crossbow), about 70 booze(45 more brewable), 3 ropes (for a well and two chained dogs), heaps of seeds, sand bags, starting fuel, 5 dogs, a cat and enough food to last until next spring. Change food/sand bags depending on civ/biome. If you don't need the wood, just bring 3 and stock up on dogs/plump helmets/whatever.
You begin with 2 growers, brewer, cook, mason, mechanic, carpenter, weapons/armour/smelting, engraver and a broker/weapons trainer. Change him to the weapon skill of your choice (hammer might be a better choice than axe at the start). The skills are semi-set to make useful progression of work for the fortress and to make mood-able skills handy.
To begin with, put your 2 growers and broker into mining. Have everyone do architecture, dig out the starting area, and make your carpenter's/mason's workshops. Make a training axe if you have trees. Set up farms as quickly as you can, make furniture, engrave the dining room and get your stone-crafter churning out crafts.
With 3 picks and 2 hammers you can just draft most of your workforce in case of early attack. Picks really are the main skilled weapon at the start. Make 5 wooden shields (cheapest armour in the game). The crossbow is hopeless, but helps to train up new marksdwarf immigrants quickly. The dogs should breed quickly enough to give you a little surplus food/leather/bones for emergencies and training bolts/armour.
In freezing/waterless biomes you may have trouble farming. Go for the cavern, put everyone on mason duty (for walling off the area) and hope you find some water. Or militarise everyone, bring the doggies and clear the cavern. You have weapon/armoursmiths ready to help you militarise when you need them. Just remember to bring flasks/backpacks (although they're not truly necessary) and set the squad's scheduled orders to be less than the amount of dwarves in it.
Its safe. Its reliable. In anything less than a treeless terrifying/sinister/haunted terrain you should make THEM have Fun. Picks and hammers do very bad things to skeletons/zombies as well.
edited: changed the broker/weapons trainer to HAMMER to help the early recruits get going with cheap weapons. And added a bit about freezing/waterless biomes.
edited 2: 'cough' Put the right profile in where the carpenter is an engraver and furnace operator. Slower leveling for the furnace, but faster legendary dining hall.
[PROFILE]
[TITLE:ICY, SCARY, BYO EVERYTHING]
[SKILL:1:PLANT:5]
[SKILL:1:FORGE_WEAPON:5]
[SKILL:2:PLANT:5]
[SKILL:2:CUTGEM:5]
[SKILL:3:HAMMER:2]
[SKILL:3:SHIELD:1]
[SKILL:3:ARMOR:1]
[SKILL:3:SNEAK:1]
[SKILL:3:JUDGING_INTENT:1]
[SKILL:3:APPRAISAL:1]
[SKILL:3:TEACHING:2]
[SKILL:3:DODGING:1]
[SKILL:4:BREWING:5]
[SKILL:4:STONECRAFT:5]
[SKILL:5:COOK:5]
[SKILL:5:FORGE_ARMOR:5]
[SKILL:6:CARPENTRY:5]
[SKILL:6:DETAILSTONE:3]
[SKILL:6:SMELT:2]
[SKILL:7:MASONRY:5]
[SKILL:7:MECHANICS:5]
[ITEM:1:ANVIL:NONE:INORGANIC:IRON]
[ITEM:3:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]
[ITEM:2:WEAPON:ITEM_WEAPON_HAMMER_WAR:INORGANIC:COPPER]
[ITEM:26:WOOD:NONE:PLANT_MAT:TOWER_CAP:WOOD]
[ITEM:16:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:16:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
[ITEM:16:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
[ITEM:16:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
[ITEM:6:SEEDS:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:SEED]
[ITEM:6:SEEDS:NONE:PLANT_MAT:BUSH_QUARRY:SEED]
[ITEM:9:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:21:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:21:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:3:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE:SILK]
[ITEM:1:BAR:NONE:COAL:CHARCOAL]
[ITEM:1:BOULDER:NONE:INORGANIC:COAL_BITUMINOUS]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_RED]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_WHITE]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_YELLOW]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_TAN]
[ITEM:1:POWDER_MISC:NONE:INORGANIC:SAND_BLACK]
[ITEM:1:MEAT:NONE:CREATURE_MAT:COW:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:HORSE:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:DONKEY:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:MULE:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:CAT:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:DOG:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:MOLE_DOG_NAKED:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:RAT_LARGE:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:OLM:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:CAP_HOPPER:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:RAT:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:FISH_GAR_LONGNOSE:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:FISH_PIKE:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:FISH_CARP:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:GOAT_MOUNTAIN:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:POND_GRABBER:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:SQUIRREL_GRAY:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:DEER:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:GROUNDHOG:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:HEDGEHOG:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:FOX:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:RACCOON:MUSCLE]
[ITEM:1:MEAT:NONE:CREATURE_MAT:BIRD_BUZZARD:MUSCLE]
[ITEM:1:FISH:NONE:LOBSTER_CAVE:MALE]
[ITEM:1:FISH:NONE:LOBSTER_CAVE:FEMALE]
[ITEM:1:FISH:NONE:FISH_CAVE:MALE]
[ITEM:1:FISH:NONE:FISH_CAVE:FEMALE]
[PET:3:DOG:FEMALE:STANDARD]
[PET:2:DOG:MALE:STANDARD]
[PET:1:CAT:MALE:STANDARD]