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To continue, or conclude, on professions…
Enchanting: Remove it from the game as a class selection spell and make it purely a profession choice. Could use some of the same parameters as what's already there, but shifting it from a Druid spell (which has pros and cons, as a whole already) to being a stand-alone would make it more valuable.
Clothier/Leatherworking: not sure about this one, since armor is basically relative in the game, along with the stats for it. Maybe something that can make bags and specific containers, or that works into some other profession (such as rare cloth mats needed to help for padding in armor, or a specifically enchanted piece of silk for completing an enchant armor spell. Few ways to go with it, would need to be fleshed out a bit more, but....a few good starting points.
Botany: Goes along with Alchemy, for finding plants, herbs, roots, and other such items for making potions. Could also be ground into pastes for a First Aid kind of thing....though first aid in a game where everyone has magic is kind of redundant.....unless...
First aid: If we're switching to a new system and not everyone has magic out the wazoo, then maybe we need to think about adding first aid to the list? Bandages, tourniquets, triage, etc?
Fishing...i love fishing in other games, but...cant see it being a real profession, except to assist with Cooking.
Hunting: As in game animals and prey, for use in cooking or even for specific items, like a stag heart for a Witch spell, or other component needs.
All i can think of for now.....but feel free to expand or kill ideas that don't work...i'm sure i've missed more things that could be actual professions.