Professions have been a necessary, fun and integral part of the game since its dawn and they continue to fulfill the task of increasing the player's power, both via currency and general improvement of spells, gear and players.
Professions have changed over time and some have become dormant, less sought after and while it has made gearing optimally less expensive (albeit with less options), it has reduced the fun part of fine tuning gear to the players' wants/needs.
Professions have been tied to gear power, and to allow them to be interesting again, gear needs to adopt a few traits.
All armor should have some or all of the following characteristics:
- Stamina plus One other Base Primary Stat (strength, agility, intellect)
- One Base Secondary Stat (mastery, haste, crit, etc.)
- One Enchanting Slot (to place a secondary stat the user chooses which is not the same as the items' base secondary stat)
- One Prismatic Gem Socket (to place any gem the user chooses)
- One Armor/Weapon Upgrade (increases the item's level, Epic quality only)
With all these options available on armor, it opens up opportunities for all professions to become more active and allow players to become more powerful in the way that they want.
- Enchanters can create enchanting scrolls of various types for armor and weapons (mastery, hast, crit, etc.)
- Jewelcrafters can create gems of various types (primary or secondary stats), in addition to creating jewelry gear
- Tailors, Leatherworkers, Blacksmiths can create item upgrade tokens for their respective armor types in addition to creating armor/weapons
- Scribes can create engravings which increase the item level of Weapons and Off-hand items, in addition to creating glyphs and certain weapons
What you may have noticed is that reforging and item level upgrades have been baked in to the existing professions to some extent.
This would allow for easier distribution of currency among all professions.
Also, what would make this even more plausible by avoiding skyrocketing prices, is to create an auction house system specifically for profession items, similar to the gametime token system. When a player goes to sell an item, they get a flat price based on quantity available on the market, independent from whatever the selling price will be in the future. The buying price will fluctuate based on quantity. This way, the max buying price of an enchanting scroll or gem or glyph will always be affordable, and if the market becomes flooded, the minimum price wont be soo low as to greatly impede profit for sellers.
Alchemy and cooking would maintain their niche of buffing the players themselves, where alchemy would also provide access to a starter level trinket.
Gathering professions should become secondary professions or be made baseline abilities, much like how anyone can gather in their garrison now without learning the respective profession.