There has been some changes like passive buffs to appliable ones but that more of an addition as opposed to a change. I felt i would compile some ideas for you, Blizzard, and players to review. I would appreciate some feedback from both but keep in mind constructive thoughts backed up with reasoning are ideal to create or inhibit change.
(Stake a claim) passive allows the person a few seconds to claim a node in case they get in combat. If another player attempts they will get a (already tapped 5 seconds remaining) notice, if in that time you cannot defeat your foe all yours player.
What if someone runs around staking things, or if they just stand there and contiuously staking it to harrass me? A limited yard range before it fades. It's their claim goes somewhere else.
(Passive) bonuses removed
Mining: Miners are able to smelt and prospect ore.
Skinning: Skinned targets now produce hides. Skinning now has a tanning ability to break down hides to leather and leather to scraps.
Herbalism: Herbalism able to mill herbs now. Milled herbs create pigment, milled pigment creates toxin
*New* Decompose: (Replaces disenchant) Ability used to break down item from excellent quality to mundane quality to gather units for production professions. Decomp works on all items from wearable items, foods & drinks, gems to unusable items gathering space in bags.
(Additional Resources) Each production profession now requires more ingredients collected from gathering professions. Mundane (low level) plans require none to few whereas high level items require an in depth variety never amounting more than initial profession i.e (blacksmith require more bars than herbs, leathers, or cloth)
(Personalise) Each production profession now has the ability to alter simple design and color scheme on armor crafted from set options (similar to guild tabard designing for gear). This option available when crafting gear, insert "coloring" to (Optional) slot. Number of slot varies on weapon and gear uniqueness. *Note* Coloring has been proven irreversible! Altered gear does not copy when transmogrified.
(Improvement) After items has been crafted a chance of improvement to that specific item may be revealed..or not. Necessity of multiple crafting may be required. Acquiring large amounts of supplies from gathered ingredients offers an option to permanently boost stats of the crafted item up to 3 times each boost needing even more ingredients (similar to Stormherald series)
*Note* once item has been improved it becomes soulbound
Ability to upgrade acquired gear non-crafted available too
Tailor: Tailors now gain the art to craft Staves, wands and off-hand fetishes all of which require multitude of supplies. Stat bonuses vary. Cloth is turned into thread and thread into bolts. Can no longer embroider
Leatherworking: Leatherworkers now gain the art to craft Bows, daggers and fist weapons all of which require a multitude of supplies. Stat bonuses vary. Can no longer use fur lining.
Blacksmithing: Blacksmithing no longer craft daggers or keys. Can no longer socket gear
Product Engineering: Now has learned the art to craft crossbow, keys and portable banks and mechanical versions of tailor, leather, mail and plate . Same quality as the other 3 production professions but with extra gizmos spurts of sparks and smoke (personalise adds a mechanical nature).