As far as gear, drop one axe or if you really need to, both axes bringing only one stone each for bronze (i used to go the bronze it yourself route, but honestly im usually swimming in points and i find that route wastes too much time). Sell all your plump helmets. Drop all the other food saving only one of each type. Buy one foodtype from each kind of animal that costs 2, to get a bunch of barrels. Up your helmet spawn to 16 (4x4 plots plz), up pig tail seeds and another crop of your choice to 16. Sell ALL your cloth, thread, medical junk, quivers, buckets, etc at the bottom of the list. You will replace all of this very fast with your carpenter and your pig tails. If you actually need medical gear early in the game, you are doing it the !fun! way. Buy some bags of sand (they are cheap) and a few bags of gypsum in case you dont have any on your embark. Keep one rope if you want a fast well. Bring 31 of each booze, but only 21 wine. This gives you a TON of points, I usually end up with 900+, which I spend thus:
5 pts diagnostics, 5 pts carpenter, make sure he dont procrastinate and hopefully likes helping people. your doctor now makes the beds and crutches.
5 pts mason, 1 pt building designer (you dont need more really), 4 pts mechanic. You now have a free mason who can build a bridge ALL by himself.
5 pts grower, 5 pts brewer. Will sit in one room and pump out mushrooms and wine. switch to full time grower if a better brewer comes along.
5 pts armorsmith. Make sure he likes steel, bronze or adamantium. no point giving him other skills, he should be aiming for legendary asap as it is.
5 pts weaponsmith. see armorsmith, tho dont sweat it if he doesnt have a metal fetische.
2 miners, 5 pts each. Yes they hit legendary fast, but I prefer to get my basic fort built fast as possible. If you want, give them engraving as well, 5 pts. Its also possible to forgo the miners, and take two military dwarves instead, appointing miners out of the first wave.
This gives you a good, optimized spread on hard to get skills which also give good returns regarding speed/quality. Get underground and build up a proto fort, make sure it is sealable from the outside world, then get your metal industry up and running. Try to make a few bars of steel as fast as possible, in case of moods. Incoming immigrants go into the military or after their best skills if they are useful ones. The one grower is more than enough even with 50+ dwarves, provided you farm correctly. Eventually you will get another decent farmer who can join him, make sure to only allow farmers to harvest. Herbalism can be done by anybody. All you need to find is a few seeds, and your grower will be massproducing in no time. As it stands, plump helmets are more than enough for several years. A cook is a total luxury, appoint one when you find one. If you really have trouble with happiness, just put a waterfall in, i usually plan for at least one thru the center of my fort. Hunting, fishing, etc is not needed, wastes points, and usually gets your starting dwarf dead, instead of say, legendary armorsmith status. Woodcutting is also a waste, anybody can do it with zero skill, and lumber is cheap to trade. Bookkeeping and a broker are missing, but its easy enough to get them in the incoming waves, and who cares if you dont get the best deal on the first couple caravans. Half the time I dont even need to trade then.
I usually have plenty of extra points after this, to go shopping how I see fit. Playing with extra skills, bringing an entire ranch's worth of animals, bringing extra gems for moods.. whatever. Anyhow, thats what I been doing. =)