Therapist is an Armoksend. It's really the only way to manage large numbers of dorfs, and it's great at heading off the whole proficient-blacksmith-has-metalsmithing-turned-off problem that so often plagues my migrant waves. And, of course, some projects simply require everyone to be a mason for a bit. Having a second screen really helps with this.
My starting seven are specialized based on what they'll be doing early in the fortress. Two dedicated miners, a farmer/herbalist/cook, a farmer/woodcutter/brewer, mason/mechanic, carpenter/broker, and a general metalsmith. Or something like that.
Everyone else is divided into two categories: Useful Dorfs and Non-Useful Dorfs. The ones with high-level and/or useful labors get to keep doing whatever they were doing before they migrated. This usually includes miners, gemworkers, metalworkers, masons, and the like. The non-useful ones are somewhat of a fluid labor pool, taking care of the massive hauling jobs and random other things that need to be done. I'm working on assigning the non-useful dorfs to useful things, so I don't have 70+ guys waiting for the next mass dump designation.
I don't worry about military too much currently. My primary fortress is defended by four dudes who beat things with hammers and axes, and one dude who shoots the goblins in the back of the head from across the battlefield as they try to flee. So there's not a whole lot of drafting happening right now.
There's also no sorting by gender; this is an equal-opportunity fortress! In any case, the female soldiers don't have enough spare time to spawn their young.