Teeto_K is a hobby game designer and serious game player, who fell in love with DF at first sight.
 Teeto_K's tileset
 Teeto_K's Starting Build
So, you want to play dwarf fortress exactly like I do? I'll show you how I do it, and a little bit of why:
+5 Logger / +1 Appraiser / +4 Negotiator "The Leader"
+5 Miner / +5 Weaponsmith
+5 Miner / +5 Armorsmith
+5 Cook / +3 Brewer / +2 Thresher "The Chef"
+5 Planter / +5 Architect
+5 Mason / +5 Mechanic
+5 Carpenter / +5 Mason
The leader does double-duty as my logger. Logging in my experience leaves a dorf with plenty of idle time, for handling liasons and caravans.
My miners are my future gearsmiths as well, because it's +2 more skill than you can possibly "get lucky" and have arrive on an immigrant. Which means less ore wasted on level ups, and more high-grade gear to use starting out.
My "Chef" is my primary source of income. Granted, plant extracts from farmable plants are grossly overvalued, but it works. Additionally, having massive stockpiles of ABSURD quality food makes dwarves VERY happy. Threshing skill is to speed up the process of first-year caravan-goods making.
Architect goes on the farmer at +5 because he'll have the spare time for it, much like a logger, and further, high-quality buildings and roads and bridges get admired, and admiration thoughts are just annother bump further away from tantrum spirals.
The Mason/Mechanic and Carpenter/Mason are the heart of my fort, nearly always busy throwing up some kind of nonsense, be it traps, rooms, furniture, towers, or what-have-you. I double up on Mason because the ratio of constructed Stone to Wood items in the early game disproportionately favors stone, at least in my games, with me throwing up fully furnished bedrooms, getting a big dining hall going, perimeter walls, and such-similar.
21 of each booze
21 of each non-dimple-cup seed
The beginnings and core of my food supply. Also, failed-mood prevention by supplying a ready source of shells and bone.
6 copper picks
1 Steel Battle-axe
I've messed with a "Bring the anvil and forge your own" build in the past, and frankly, this leaves me more points, and is easier to manage. Initially, all but my logger get mining turned on, until I get the initial chambers hollowed out. Also, extra picks lets me keep idlers (Like my chef before farming kicks in) busy.
Chaining your pack animals on opposite sides of a 3-wide entry hallway results in a sneak-proof corridor, no matter where on their chain-length they wander.
10 Barrels, 10 bags
Hassle-free food processing.
Magmaworking. If you accidentally strike "Hidden Fun Stuff" in your first year, you may never get to order any. Build it into stone floors at the outset so it doesn't get used on mundane items, then release it later and make it all into mechanisms when you have time.
XX stone blocks
I like to bring these, for one reason: You can pick pretty colors, like Kimberlite (Blue), Cobaltite (Light Blue), Microline (Blinding Blue), Kaolinite (Red), Cinnabar (Bright Red), Olivine (Green), Pitchblende (Purple). Actually, the OTHER reason is that I like to be able to build all my workshops/buildings out of them, because then I can forbid/dump stones from the stocks menu without having to unforbid my workshops.
You still have hundreds of points, probably, unless you really went nuts on the blocks. It's okay, go nuts on the blocks.