I tend to think more basically so the following is just a basic thought. The craft system as Molly has listed seems rather .. involved. To me, most of the crafts are actually what's listed as subskills under her professions and maybe that just means I'm reading it wrong. I understand the use for Armorers, Blacksmiths, Jewelers, Tailors, but the rest to me seems like "fluff" to hammer out a deeply involved crafting system. But get too involved and players won't use it because it's complicated. Maybe my problem (as I re-read what Molly wrote) is I seem to see what she has as the top level of the profession - as the profession itself - not as part of the profession. Anyway:
I'll use Molly's example as I complete this example of the life of a sword.
They would be dependent on other Crafters for the parts of the weapons, however.
The blades they would made themselves, with the exception of glass blades.
The hilts they would typically by from Woodworkers. (These could also be made from metal, but that would be inferior to wood).
Also to enhance the grip of a hilt, it should be wrapped with leather strips, produced by Leatherworkers.
The pommels they would typically buy from Stoneworkers. (Again, pommels could be made from other materials, but those would be inferior to stone, especially gemstones).
Let's look at the basic life of a sword:
1) get the metal (whether it be mined or is rewarded from a quest) - this could set up mining as some sort of subskill that would be needed.
2) metal goes to metalsmith/blacksmith/weaponsmith-whatever to make the blade.
- Player then has to decide if they just want the metalsmith/blacksmith/weaponsmith-whatever to make the hilt as well - if so basic sword.
3) Player decides he wants a sword that's better than basic, so takes the blade to a Woodworker for a hilt. - basic sword +1.
- Player then has to decide if this is good enough or if they want an even better sword.
4) Player decides for better so goes to a leathermaker to make the grip. basic sword +2
- AGain, player has to decide if they want better, of course they do.
5) Player goes to a stoneworker for a pommel - basic sword +3. (sword is considered completed)
- Player has even more options for a sword as now you can get into making it magical. You can only make "completed" weapons magical (at least imo as they'd have the stamina to -hopefully- stand up to the rigors of having spells cast on them).
6) Player finds/mines/whatever some gems.
7) Player takes gems to a Gemcutter. Gemcutter works the gems into worked gems. Only worked gems can give bonuses or have magic placed in them.
Player takes worked gems and sword to a jeweler/weaponsmith/whatever and has the gem put into the pommel of the sword (more advanced swords could have space for more than 1 gem making it more powerful). The gem - depending on color/size/ability of the gemcutter - gives the sword some sort of bonus or magical property.
9) Possibly (and I'm not sure how probable this is to do) player could go to a spellcaster (mage/priest/etc) and have a (temporary) spell placed on the sword. (Possibly some quests could give out permanent spells.) This spell would be based off the rank of the person's ability in that spell.
So, we need gatherers to get the original products - like miners (is this what the metallurgiest is?) for metal/gems, lumberers/woodsmen(?) for wood/trees, Quarrier(?) for stone, etc (hides to tan, wool to weave).
People to work the product (based on profession) and people to put the product together (again, based on profession).
I guess my idea isn't as unlike MOlly's as I'd originally thought. She just has a lot more subskills than I would have thought of.