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2 miners absolutely at the minimum. if youre somewhere dangerous having one of the dwarves be skilled in some military skills is definitely helpful.
ditch the brewer and herbologist skills. brewing doesnt get affected by higher skills. farmer is good because it does scale with skill, more plants per harvest. but plant gathering doesnt affect much.
carpentry is good because your starter beds and tables will be a bit nicer. but woodcutting you can just enable easily on anyone.
Always.
After that I try to get the basic craft skills dispersed around my starting seven, like woodcutting, and any other pertinent skill for the locality, like glazing if I've got clay.
1 Recordkeeper
1 Dwarven Leader/Motivator
1 Smith (with all necessary skills for armor-/weaponsmithing and smelting)
1 Carpenter (Carpentry and felling trees)
1 Cook (Cooking at 4, Brewing at ~3 as well as 1-2 points in other cooking related skills
1 Farmer/Doc
1 Crafter (main skill stonecrafting, to produce precious stone trade goods, but also 1-2 points in bonecarving)
IIRC the Recordkeeper or leader would also get mining, but most of the miners would get their mining skill at work
I would also bring with me only 1 pickaxe, but also coal and raw copper (if available) and would then, as one of my first steps (after kitchen/brewery) built a furnace and smithy in order to produce pickaxes and an axe with the copper and coal I brought with me.
Is much cheaper than "buying" pickaxes/axes from the beginning on