a. Bought all 44 varieties of meat for sale at 2 for starting food and the barrels. [88] spent
b. Got 21 of every Alcohol for sale to last me until agriculture kicks in. [168]
c. Training Axe to chop wood. [17] should I buy 2?
d. Copper Pick [44] - I plan to make DIY steel picks and axes but I thought one pick to start digging while I craft might be good.
e. 2 cats as vermin defense (catsplosion here I come), 2 dogs for breading for war/hunting [54] should I get more female dogs?
f. Anvil [100] + Oak logs x ? + Stone blocks x ? + Coke x ? + Flux stone x ? + Ores x ?
g. 50-70 points per dwarf to max out skills * 11 dwarves = [770] set aside for now until I figure out what I need for skills.
Most of these are for sure things I plan to grab.
So thats [259] left. Any suggestions on where to go from here?
h. Should I bring Gypsum powder?
i. Plump Helmets, Seeds
Looks like you're power gaming a bit here so with that in mind, I guess I'll help you adjust.
If you're gonna be crafting from the get-go ditch the pick and wooden axe, grab 1 coke, some native copper or tetrahedrite and 30-50 bituminous coal. Disassemble your wagon, build smelter, make 5-10 coke, smelt copper, build forge, forge copper battle axe and pick.
Dig straight down to the magma ASAP, can be 30-80 z levels deep. Build a small crafts area deep in the earth so you don't have to worry about fuel unless you'd like to set up a fuel industry (it can be pretty fun).
I tend to grab a lot of coal to make up for a lack of trees if I plan on making steel. If your embark site is heavily forested, then you won't need the coal for steel. If thats the case I tend to grab a lot of bismuth and cassiterite. With tetrahedrite as common as it is, 25 of each of these cheap ores will net you about 100 bars of bismuth bronze. If you don't have any iron on your map but get stuck with tetrahedrite and happen to love the geography or something you will at least have access to a war grade metal until you can harvest goblinite.
If you're quitting until you get iron then just grab the coal. for 450 points, 150 bituminous coal will cover your fuel costs for 450 steel bars if you make coke in the magma smelter. It'll make smelting steel boringly easy.
No reason to bring plump helmet seeds if you have plump helmets. They'll be left over after your dwarves eat them.
Gypsum powder is pretty good to grab since the presence of gypsum can be fairly unpredictable.
1 cat is enough to address vermin.
Skills-wise everything besides a few skills either levels very quickly as to be a waste of skill points (mining) or not really have a cogent effect (carpentry). The skills I tend to ensure are maxed are Grower, any metalworking and Surgeon/Diagnostician/Bone Setter/Suturer. You'll know why if you read the wiki as you say.
Also, 1 point in Appraiser is handy for your broker, and if a dwarf has Consoler or Leader he seems to automatically be made Expedition leader. Novice Consoler can be the difference between a tantrumming dwarf and an unhappy one sometimes.
In a Fun area it may be best to start your woodcutter with some points in Axedwarf and maxed Shield and make a shield for him ASAP. A wooden one is largely as good as a metal one. Then have your dwarves chant this mantra: Pack your shield. Always pack your shield.
It will help to view your dwarves as you assign points so if any for instance happen to like steel you can give them weaponsmithing and armorsmithing max.
Also keep in mind the dwarves' highest moodable skill, e.g. if he is both an armorsmith and a weaponsmith he may mood either skill, but a legendary armorsmith is more handy than a legendary weaponsmith (there are about 8 pieces of armor and 1 weapon to a militiadwarf), so you may consider giving him a point less in weaponsmithing. This goes for other skills too though.
Also, if any key items are unavailable, then its possible to abort and change the civilization you depart from by pressing Tab twice and scrolling through the available list of civilizations when selecting an embark area. Different dwarven civs will have access to different stuff depending on your worldgen.