Cool. Note that if you want to try archery, you can go to New Haven and get it to 50 very quickly. You can buy it to 40 from the Archery Instructor located in the warrior's fort. He can also give you a quest in the nearby area called Old Haven (lots of undead there who don't attack unless you attack them). While in that area, the quest will give your Archery accelerated gain to 50. That means instead of 0.1 skill gains, they will be random at 0.2 to 0.5.
If you don't actually want to spend additional money for the 5x90 thing, you can also train the five skills listed to 50 in exactly the same way as Archery. There are many clueless NPCs in New Haven willing to pay you 500 gold on short "bring me to" quests, such as "bring me to the bank" and "bring me to a fisherman". This will also help you learn the layout of New Haven. I don't know about the Classic Client (CC), but the Enhanced Client (EC) will make it very easy to find the places they want to go. You'll need the extra gold to train skills to 40. (It costs 400 to buy a skill from 0 to 40.)
If you think you will add Poisoning to your template, note that this is one of the skills for which New Haven does not offer an accelerated gain quest (AGQ). If you were creating a character in the traditional way, I would advise starting this skill at 50. (Nowadays you can start characters with a 50/50/10/10 skill level, instead of the old 50/49/1 paradigm you might remember.) Only start a skill at 50 when there are no New Haven AGQs. The other skills can easily and quickly be bought to (usually) 40 and trained quickly to 50. See the UO Wiki
Accelerated Gains page. Other skills which lack AGQs include Throwing, Mysticism (both of which can be bought to 40 in Ter Mur, however), all the bardic skills, Taming, and Tailoring.
Since you mentioned a trade character in your OP, I'm going to go on a tangent. The lack of a Tailoring AGQ is particularly puzzling, because there are AGQs for Mining, Blacksmithing, and Tinkering, but not Tailoring, Carpentry, nor Lumberjacking. Also note that the Arms Lore skill has been recast as a craftsman's associated skill (like Eval Int is for Magery). When you craft exceptional quality armor, weapons, or shields, Arms Lore will make the item even better. Each 20 points of Arms Lore adds one point to the exceptional bonus. Exceptional armor begins with 15 points of extra resists (randomly added), exceptional weapons begin with 35% increased damage, and I forget what bonus shields get. So with 100 Arms Lore, your armor would have 20 points of extra resists, and weapons would have 40% of increased damage. There is no AGQ for Arms Lore, but there is a skill check any time you successfully create a weapon, shield, or piece of armor.
One more thing. Don't bother starting a character with Focus, nor train it. It goes up on its own so quickly, spending skill points or gold on it is silly. There is a Focus AGQ which you should accept, though; the reward is a Blessed bracelet which grants you +1 to both mana and stamina regen. (You'll eventually find a better bracelet as loot, but its worthwhile as a starter piece. It doesn't have a durability rating, meaning it doesn't get damaged.) You'll likely already have over 20 Focus by the time you speak to her, and as your warrior and/or magic user does other AGQs in Old Haven, Focus will be the first to reach 50. I think you can be doing up to 10 AGQs simultaneously.
Another more thing.

Don't begin accepting AGQs until you have bought all the skills you want to buy. Once an AGQ has been accepted, you are unable to buy any other skills until the quest is complete. You can also drop AGQs and accept them again multiple times, until your skill level reaches 50. I've had to do this frequently. I think I've gotten all the quests I wanted, then realize something like, "Hey, I know my template doesn't include Anatomy, but it's going to go up anyway as I fight. I might as well AGQ it to 50 so that my character will be doing extra weapon damage until those points are needed elsewhere."