I go pretty unimaginative/simple/inefficient. Squeezing out an extra 30 points via cart deconstruction or spending the time to designate a Noah's Buffet (one meat of every animal) is more annoying than productive for me.
2x 5 miners
1x 5 woodcutter (with 1x each of leader/merchant appropriate skills, woodcutters get piles of downtime eventually)
1x 5 mason, (toggle on stonecrafting)
1x 5 carpenter (toggle on woodcrafting)
1x 5 grower
1x 5 cook, 5 brewer
In terms of items, I tend to only bring lots of food/drink (like 60 of each), two picks, a training axe, an anvil, pig tail seeds, and a bit of cave spider silk cloth/thread since I normally kick a cloth industry down the road a year or three. Then a pair of cats (kittens as lures is pretty consistently useful), a male dog and male turkey, and at least 6 females of each dogs/turkeys. I forget the exact numbers, as I have the setup saved.
With the first few cut down trees I make external craftsdwarf, mason's, and carpenter's workshops. Mason's goes to work making some blocks for future shops and some doors, carpenter starts working on beds, and the craftsdwarf shop makes large stone pots and a few nest boxes. The first migrant wave usually hits at around the time I get proper bedrooms setup, and they fill any roles that are split (the first capable cook or brewer picks that labor up, while my original dwarf drops it) or rapidly necessary (mechanic). I make sure to build a cage pretty early to vacuum up any kittens/puppies until they become adults. Kittens/cats tend to end up as lures, food, or magma explorers. The grower only grows half the year, so he's a prime hauler and oddjob worker the other half (he normally picks up a few ranks of mechanic, butcher, tanner, all steps of soap making, etc).
A lot of my build order depends heavily on what kind of metals are around; if iron/steel isn't easy to come by (or worse, if no decent military metals can be made and I don't have glass access), military production is kicked down the road as I will have to mine goblinite via disarming cage trapped ambushes. If it's readily available, I'll have at least one furnace blasting away before the 2nd migrant wave. If not, it might wait till the 4th wave to even get a furnace operator.