Hello fellow dwarves. I would like to contribute to this discussion, on the skill subject :
In my humble opinion, mining skill at embark is one of the biggest waste of points, though a majority of embark profiles I have seen have them. Urist McBetterSpendThosePointsElsewhere can go from no skill at all to legendary miner in no time (well, actually, some time, but not that much if you have at least a little soil to begin with). To go further on this subject : getting a legendary miner used to be useful with previous versions, at the time an unskilled miner was not always getting an ore after mining or when there was economy. But nowadays, there is no real point in having dedicated miners. On the other hand, having a few extra copper picks is always a good idea.
I have a similar opinion on stone crafting. I quickly dedicate a dwarf to mug crafting and the lad levels up fast enough for me. Of course not as quick as his miners pals, but still, fast enough for me.
My general thought on the subject is to spend points on skills that do take a long time to rise and/or that will not be used from the begining, such as planter, armorsmith, weaponsmith, medical skills, military skills (I do not care for skill rusting, as the effect is minor). And none for fast leveling skills and/or skills that will be used alot, such as carpentry, stone crafting, masonry etc...
As for nobles skills, I usually go for appraisal and judge of intent for an efficient broker and that is all. No bookkeeping or managerial skills at embark.
I agree mostly, except that a point or 2 in mining for one miner is useful to speed up initial digging if you're dealing with a dangerous area or want to dig something big early on.
I mostly prefer points in skills that produce goods where quality matters and you need the goods early on. Masonry, Carpentry, Weaponsmith, and Armorsmith being the big four in my opinion. I have to make tables, beds, weapons, and armor reasonably early on to keep my fortress going smoothly and I'd much prefer to not have a couple dozen of base quality tables or beds laying around that I want to replace later on with better goods. I find masonry especially annoying to raise if I'm planning on using wood or clay storage so I actually really like 2x Mason starts (Block making raises Masonry so slowly).
I think my standard start would be something like:
Miner 2
Mason 5 / Building Designer 5
Mason 5 / Building Designer 5
Carpentry 5
Weaponsmith 5
Armorsmith 5
Metalsmith 5 (possibly Miner 2 for a 2nd miner)
(assuming metals as part of the embark landscape)
I'm not a huge fan of mechanic or food workers early either. Dwarves like admiring the mechanisms or things made with them, but usually you can make like 10 mechanisms then use the good ones for things the dwarves will potentially admire and the rest for linking up bridges and what not.
Food skills I find is often pointless unless you're newer. You can take a bunch at embark to last to at least the first migrant wave plus professions like Weaponsmith/Armorsmith can spend the early fortress time harvesting plants or fishing. I don't feel like the points offer a significant enough return over just taking more seeds at embark. Plus food supplying migrants tend to be the majority so after your first migrant wave you can make some dedicating farming. I don't care much for spending embark points on making a worker do 2 jobs when eventually they'll just drop one. A proficient Planter is useless if he's always Brewing or always working as an Armorer.