My typical embark with standard embark points (1274):
Administrator - 3 negotiation/1 judging intent/1 appraisal/1 organizer/1 conversation/1 pacifier/1 consoler
Miner - 5 mining/5 stonecraft
Builder - 5 building design/4 mason/1 mech
Woodsman - 5 wood cutting/5 herbalism
Hunter - 3 ambush/3 dodge/1 wrestling/1 hammer dwarf/1 tanner/1 bone crafter
Cook - 5 cooking/5 butcher
Brewer - 5 brewing/5 carpentry
1 copper pick
no axe (wagon is deconstructed and made into a training axe for woodcutting)
21 of each booze but not dwarven wine
21 plump helmets (made into dwarven wine)
21 meats of different animals (free barrels)
1 bucket (made into a well with rope, a block and mechanism made on site)
1 cave silk spider rope or yarn rope (pig tail rope is 20 pts, giant cave spider rope is 40, cave silk spider rope is 10 and yarn is 10)
4 bauxite blocks
Rest of the points into an anvil if I don't wanna wait for a caravan then whatever else I feel like, usually wool animals and a trainable hunting animal.
On evil embarks I ditch the hunter and make a marksdwarf/teacher/organizer and ditch butchery and tanning for grower and bring more seeds and trainable war animals.
First thing I choose is a dwarf that has easily satisfied preferences such as copper, iron, bronze, gold, silver or electrum metals and no weird preferences like platypus bone or mussel shell and preferably item preferences like barrels, statues or bins. I then make that dwarf the administrator, which later becomes a mayor.
I then pick a high agility dwarf for a warrior or hunter. Miners, masons, and woodcutter/herbalists I try to make high agility as well, to work faster and being able to outrun nasties.
The rest can be whatever is suitable.
Why ropes early game?
To make a starting well you need a rope, blocks and a mechanism or people who bring animals use the ropes to chain animals as lookouts.
Ropes otherwise require a plant processor/spinner and loom for thread or you could bring thread, then make it into cloth which also requires a weaver and then a clothier with a clothier's shop to turn that cloth into rope. Or you could make chains which would require a furnace operator, wood burner or coal, and a metalsmith with a forge.
So people just bring the rope since it is much easier.