Doing this from memory, so apologies if I mislabel some of the skills:
Miner (mining, masonry)
Miner (mining, carpentry)
Leader/Broker (Judge of Intent, Appraisal, Persuasion, Consoler, Pacifier, Negotiator, Mechanic)
Fisherdwarf (Fishing, swimming)
Herbalist (Planting, Plant Gathering, Bone Crafter)
Woodcutter (Woodcutting, axe use, brewing)
Hunter (Armor use, crossbowman, ambushing, trapping, dodging)
1 Iron Anvil
2 Copper Picks
1 Copper Battle Axe
2 kittens (1 male, 1 female) -- postpones the inevitable catsplosion a little if they have to grow up before they start breeding
4 dogs (2 male, 2 female) -- I should probably switch to 1 male, 3 female, and start a puppy-meat industry...
3 Pig Tail Ropes
2 Tower-Wood Buckets
50 each of Dwarven Ale, Beer, Rum, and Wine
50 Turtle
25 Plump Helmets
6 Pig Tail Seeds
9 Cave Wheat Seeds
9 Sweet Pod Seeds
9 Rock Nuts
3 Dimple Cup Spawn
Explanation: Armor Use and Crossbowman on the Hunter gives me a free set of leather armor and a bow/bolts. Hunter IMMEDIATELY gets Hunting turned off on embark, and gets set to Animal Trainer/Fish Cleaner. Hunter builds Kennel, trains dogs into War Dogs, and two ropes are used to chain them at the 2-tile-wide entrance of the fortress: This choke point means that ANYTHING attempting to enter the fortress must pass within 1 tile of a dog, revealing snatchers (and hopefully getting it torn apart in the process) Hunter then builds a fishery and begins to clean the Turtles, producing meat and a TON of shells, and supporting the Fisherdwarf. Shells are used to make crafts, which will be used for trade goods. Two miners dig out the initial fortress, (several 11x11 rooms for storing the food and other materials, and typically a large round cistern with a well (the third rope and 1 of the buckets, plus block & mechanism produced onsite). Any nearby local vegetation is marked for Gathering, and any suitable plants are marked for brewing. Between the fishing and plant gathering, I get plenty of food for the first year of embark, and enough brewed booze to stretch the initial amount; I also have a large number of crafted items to trade for MORE booze, if needed. The various seeds are used in a rotation (Sweet Pods/Rock Nuts/Cave Wheat/Dimple Cups) for growing in one field, the other field is (Helmets/pigtails/helmets/helmets), which provides plenty of time to get a small cloth industry going, as well as providing more raw booze materials and enough plump helmets to keep the bellies full. The Expedition Lead/Broker gets to fill gaps in skills, until migrants come to take up the slack. Consoler & Pacifier skill means that if tragedy strikes, upset dwarfs can vent to the Leader -- this sometimes prevents tantrum spirals!