126.96.36.199.1 Peasant [tentative/low]
Default class, able to do most minor projects.
188.8.131.52.2 Farmer [tentative/low]
Specialization to gain bonuses at farming, sacrificing
ability to do other projects.
184.108.40.206.3 Miner [tentative/low]
Specialization to gain bonuses to mining, sacrificing
ability to do other projects.
220.127.116.11.4 Blacksmith [likely/medium]
Works on projects to train peasants into fighting
professions. Can work on iron/coal based projects.
18.104.22.168.5 Explorer [tentative/medium]
Specialist who gains bonus to not die while on
22.214.171.124.6 Trader [likely/medium]
Able to work trade projects and provides trade bonus
126.96.36.199.7 Thief [likely/low]
Provides 'black market' trade, even at war
[likely/medium]. Available with research into sewers [likely/low]
188.8.131.52.8 Bard [likely/medium]
Able to wander through enemy territory gaining knowledge
and exposing fog of war in exchange for raising enemy happiness.
184.108.40.206.9 Spy [possible/medium]
Standard 'go into enemy territory and do nasty things'.
220.127.116.11.10 Engineer [possible/low]
Higher level builder, required for complex projects. Able
to build roads and similar improvements.
18.104.22.168.11 Ranger [likely/low]
[possible/low] 'live off land' able to create food in
forested areas if no/limited other units are there for no cost.
Good ranged, medium melee.
22.214.171.124.12 Paladin [possible/low]
[likely/low] Limited to low lifespan races. No deity
bonuses. Extreme confidence/ignorance leads to morale or other
126.96.36.199.13 Monk [possible/low]
[likely/medium] Monastery and/or monks required to be
remote. [possible/low] Does beginning level education/ivory tower
work. [possible/low] Does beginning level martial arts.
188.8.131.52.14 Necromancer [likely/medium]
[likely/medium] Non-accursed necromancers will be
required to 'unlock' research into higher level necromancy, death
cults, and societal projects.
184.108.40.206.15 Enchanter [tentative/low]
[possible/low] With the advent of power stones (use of
crystal and magic to power machinery), enchanters become
available to make the stones and work arcanic projects.
220.127.116.11.16 Sage [tentative/low]
[tentative/low] Specialist magical researcher, who
forgoes ability to work projects, and learn combat spells to
better work pure research.
18.104.22.168.17 Dream Sculptor [possible/medium]
[tentative/medium] Psionic specialist who provides
friendly units in a tile or small area with a bonus (happiness,
contentment, AP?, bonus to hit?) depending on Psionic skill (and
[possible/low] High skill sculptors may allow negative bonuses to unfriendly units.
22.214.171.124.18 Inquisitor [tentative/medium]
Likely a psionic specific profession for societal order.
126.96.36.199.19 Reaper [tentative/low]
[likely/low] A priestlike profession in societies that
accept necromancy. Friendly units which die in range of the
reaper are automatically brought to the priest and raised into
[likely/low] More combat professions.
[likely/low] More magic professions.
[likely/low] More psionic professions
[possible/low] More uncommon/cultural/reward professions
[possible/low] More Accursed/Draconic specific professions
It's going to be a little tough to walk the line where the different professions are different but still useful/meaningful. I hate how most 4x games just give you 20 varieties of fighting unit.
Also, since professions are "for life" the professions will help out the difference between long lived races [where certain projects are available, ex. Mythals will require a single unit work on them as their 'lifetime achievement'] and short lived races [who can adapt professions each generation being more nimble to the empire's needs]