I think I'm too much of a control freak for a succession game. All I'd do on my turn is rebuild everything the way I thought it should be.
On top of that, my forts would be boring to most people, as I typically don't lose any dwarfs---except for the occasional baron/baroness who find themselves pulling a lever endlessly in a room that somehow got walled in.
The first year is so crucial, both in terms of what you bring with you and how good you are at getting food up at the start. First thing I always do is tunnel in wherever the wagon starts on the map, and stockpile all my stuff down there and close the door and wall it up behind me. That way I don't have to worry about my most important dwarfs getting hurt/killed the first year.
Before you even start, you'll need to figure out these things:
Anvil or no anvil. Not bringing an anvil with you frees up a LOT of points for other things. You'll be able to buy an anvil from the dwarfs or the humans in a year or two. With those extra points you can bring a lot more resources.
Animals or no animals. A breeding pair of animals provide food, fat, leather, and bones, with bones(IMHO) being the important thing. The larger the animal, the more bones. I favor muskox or bactrians. I typically have 5000-10000 bone bolts stockpiled by the time I start full time training my marksdwarfs to legendary. A muskox herd will keep your early soldiers in crossbow bolts and leather armor. Dogs too, war dogs are cheap defenders in the early game that you can skin and eat after they've done their job. Bring regular dogs, just train them to war dogs.
Axes or no axes? You can save some points here too. Axes will help clear some surface trees if you're worried about perfectly straight walls on the surface in the first year, or the few extra wood you'll have time to chop with only 7 dwarfs. I typically don't bring any axes. If you bring an anvil and also want the axe, don't bring the axe, bring the metal bar to make the axe.
How many picks? The default of two is usually fine. Just as with the axe(s), if you are bringing the anvil, don't bring picks, bring copper bars to make picks from.
Here is my current embark profile:
[PROFILE]
[TITLE:NO_ANVIL_V3_MUSKOX]
[SKILL:2:MINING:4]
[SKILL:3:BREWING:5]
[SKILL:3
LANT:5]
[SKILL:4:COOK:5]
[SKILL:4
LANT:5]
[SKILL:5:MASONRY:1]
[SKILL:6:MINING:4]
[ITEM:32:WOOD:NONE:WOOD:GIANT_SHROOM]
[ITEM:50:SEEDS:NONE:BUSH_QUARRY:NONE]
[ITEM:50:SEEDS:NONE:GRASS_TAIL_PIG:NONE]
[ITEM:51:SEEDS:NONE:MUSHROOM_HELMET_PLUMP:NONE]
[ITEM:50
RINK:NONE
LANT_ALCOHOL
OD_SWEET]
[ITEM:50
RINK:NONE
LANT_ALCOHOL:GRASS_TAIL_PIG]
[ITEM:50
RINK:NONE
LANT_ALCOHOL:MUSHROOM_HELMET_PLUMP]
[ITEM:50
RINK:NONE
LANT_ALCOHOL:GRASS_WHEAT_CAVE]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:METAL:COPPER]
[ITEM:50
LANT:NONE:MUSHROOM_HELMET_PLUMP:NONE]
[ITEM:5:MEAT:NONE
ONKEY:NONE]
[ITEM:5:MEAT:NONE:MULE:NONE]
[ITEM:5:MEAT:NONE:CAT:NONE]
[ITEM:5:MEAT:NONE
OG:NONE]
[ITEM:5:MEAT:NONE:HORSE:NONE]
[ITEM:5:FISH:NONE:FISH_CHAR:NONE]
[ITEM:5:FISH:NONE:TURTLE:NONE]
[ITEM:5:MEAT:NONE:MACAQUE_RHESUS:NONE]
[ITEM:5:MEAT:NONE:GROUNDHOG:NONE]
[ITEM:5:FISH:NONE:FISH_TROUT_RAINBOW:NONE]
[ITEM:5:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]
[ITEM:5:FISH:NONE:FISH_PERCH:NONE]
[ITEM:5:MEAT:NONE:GOAT_MOUNTAIN:NONE]
[ITEM:6:MEAT:NONE:MARMOT_HOARY:NONE]
[ITEM:50:BARREL:NONE:WOOD:GIANT_SHROOM]
[PET:2
OG:STANDARD]
[PET:2:MUSKOX:STANDARD]
2 miners, 1 farmer/cook, 1 farmer/brewer, 1 mason, 1 bookkeeper(unskilled), 1 carpenter(unskilled)
With the embark points from not bringing an anvil I can easily afford 2 dogs and 2 large farm animals, 50 extra barrels, plenty of seeds, a variety of meat/fish---cheap way to get some free barrels, and 32 wood---plus the wood you'll get from disassembling your wagon.
The large farm animals you get to pick from will depend upon your world/embark.
1st year priorities: defense, food.
Defense: Easy, just dig in and seal it up behind you. You can build a depot on the surface near that exit if you think you're going to actually situate your fort in that area. You may not be ready to trade but the traders will have somewhere to go... and if they happen to get bushwhacked you can come out later and take all the goodies.
Food: After you're securely underground, figure out where the soil is. For most of the game, you'll only need 2 underground farm plots. Do not make these huge at the beginning! You're just making your dwarfs do more walking. I generally make two smaller plots with a line of seed storage between them and a couple staircases in the middle of that seed storage. Stockpiles and workshops above and below, one level for pigtail processing(to make thread->cloth->bags for your quarry bush leaves), the other level for plump helmet storage/distillation. I grow a couple of crops of plump helmets and then grow plump helmets/pig tails until I have enough bags. After that I grow plump helmets and quarry bushes as needed. Five or six years in I'll generally start growing some other things just to provide a variety of things for the dwarfs to drink. You can skip that and just buy it via trading if you want.
IMPORTANT: Proper food stockpile management is critical. Put your booze in stockpiles by itself with max barrels. Put your harvested plants and prepared food in large stockpiles with ZERO barrels. If you don't do this it is very easy to find yourself in need of drink with no barrels to put it into because your barrels are filled with plump helmets and biscuits.
1st year optional: Housing, dining, well
housing: Simple, just make the beds and build them wherever you have room. If you have an overall housing plan just carve out the first seven rooms for it now. I list this as optional but I think it is kind of silly to not at least make seven beds and build them first year.
dining: Simple, you've got a mason and should have enough stone to make some tables and thrones, might as well put up a dining room. You'll want a meeting area designated anyways to get your people/animals indoors.
well: You shouldn't need a well, but if you *do* need a well by the time you need it it will be too late to build one, so build it ahead of time. Make 2 wood buckets(1 for the well, 1 for hauling water to wounded dwarves). The "chain" can be a pigtail rope, and your mason can make a few blocks. Typically I'll hang a well over the nearest brook/pond and completely wall it in so that dwarfs can get to it safely as needed. Put a one square bucket stockpile next to well. If you have temperature enabled and live in certain climates the well water from a pond will dry up and/or freeze. If it freezes you'll have to reassemble the well each spring. If it dries up you'll have to look elsewhere for water. You could always build flooring over the entire pond, which would prevent evaporation, but also prevent it from accumulating rainfall. What you do will be determined by where you're doing it.