My own strategy is to simply give each adult dwarf a nickname as they migrate in (or as I start with them, or as they grow from childhood) that reflects their basic job. (Or reflects the fact that they're one of my military, although it might also have some sort of tie-in with their civilian job as well, such as "Spearfisher" or something.) I usually assign these based on what skills the given dwarf has, although if I already have a lot of that type of profession, I'll just assign them to (and name them after) whatever it is I need. (I usually end up with waaaay too many fishing-skilled dwarfs coming in, frex, so a lot of those will get assigned elsewhere and just have to build their new skills up.)
My starting dwarfs are:
-Hagglestone, A broker/expedition leader that also has jewelcrafting and is a miner and architect (jewelcrafting isn't something that useful at the start, other than maybe getting some gems for trading, but it's nice as something relatively unimportant that won't get in the way of their other jobs, and I have them mining at the start anyway).
-Bookworm, A bookkeeper that is also a miner on the side and also my starting mechanic
-Doc, the dwarf with all the medical skills who's my chief medical dwarf (naturally), and also a miner until I start getting injuries (or in between them)
-Wildstepper, my sheriff/captain of the guard, also my hunter/starting animal trainer until I get one or two dedicated ones
-Woodfriend, who has all the wood labors plus woodcrafting, and is also my champion when one is available
-Stonefriend, my hammerer, who has all the stone labors plus stonecrafting, plus architect, and starts out with mining but has that taken away fairly quickly as I need to start building things
-Farmfriend, my militia commander (who I just use as a useless noble and don't give an actual squad), who has all the farm labors to start with, plus woodcutting to help get some wood at the start.
Out of the first and second migrant waves, I try to quickly assign:
-A dedicated butcher/tanner/leathercrafter, which I then take off of Farmfriend
-A dedicated bonecarver since I usually use a lot of bone bolts/craft totems out of any hunted critters, which are good fodder for trading
-At least one extra miner
-A chef or brewer, which also takes on the second job temporarily until I get another dwarf dedicated to that
-A manager, although this usually ends up waiting til the second wave, since I also give them some not-as-demanding civilian job like papermaking and bookbinding, and they're pretty much a hauler until then since that can get ditched easily for managing work orders
-A fisherdwarf, not so much that I really intend to assign that early (although it is helpful for an early food supply to supplement hunting/farming), but because as mentioned there tend to be so many of them anyhow
-My first two military captains, a melee squad and an archer squad. (I name my military captains after the Bleach squad leaders for some reason.)
From there, I try to get other things like dedicated furnace workers (who also cover things like lye making, etc.), a cloth-worker, maybe yet another miner or two, the chef or brewer to take over the "extra' job on the first one, a dedicated beekeeper, a metalworker, eventually a dwarf dedicated JUST to animal training and handling (I tend to run animal-heavy forts, I love taming wild animals to make into pets/breed them up for food and/or protection), a couple more engineers, a potter, a glassworker... yeah, basically I just try to make sure that I have at least one or two dwarfs to cover every task, with some tasks (like mining and especially farming) having more dedicated to them, and eventually possibly starting to go even more specific with the jobs, like a dedicated miller if I have a bunch of plants that need to be milled (usually that's one of the catch-all farming skills that is assigned to every generic farmer I have).
...Sorry, this ended up being longer than intended.