Everyone has different preferences for starting Dwarf skills, but they are obviously all mad and completely wrong, I am the only one who is right.
1) Leader/trader dwarf (after viewing them and picking the one with managable needs ie. Not mr Slade,frog bone and alligator skin lover)
Persuader(1), Negotiator(1), Lair(1), Intimidator(1), Judge of intent (1), Appraiser(1), Conversationalist(1), Flatterer(1), Consoler(1), Pacifier(1)
He will work as a carpenter/hauler/broker until he gets his position.
2) Chief Medic
Wound Dresser(1), Dignostician(5), Surgeon(1), Bone Doctor(1), Suturer(1)
One point free, I usually have her as a hauler/mason as well until a medical emergency.
3 & 4) Miners
Mining (5)
5 points free, not much point spending them as mining is pretty much all these two will be doing.
5) Trade goods
Stonecrafting (5)
5 points free, can be spent on what you wish or not. Big money maker which will guarentee enough goods to trade for pretty much whatever you want on the first and future caravans.
6) Military
Axedwarf(5), Fighter(1), Armour(1), Shield (1), Dodging (1), Weaponsmith(1)
7) Military
Axedwarf(1), Fighter(5), Armour(1), Shield (1), Dodging(1), Armoursmith(1)
These are my two strongarms, they both have a smithy skill in case of a mood. At first they will be used as woodcutters and working on catering needs (farming, brewing etc.) Once formed into a unit and set to training they should start teaching eachother in their main military skill though it is still slow compared to a danger room (which I do not use).
8,9,10,11)
As for the equipment loadout:
I generally get rid of splints, crutches, quivers and 2 of each of bags, cloth and thread.
I keep the 2 axes and picks.
1 War Dog
1 Cat
One of each sand (free bags)
A barrel of Lye
Booze
The rest will be spent on 2 point meats