A much more thorough look at professions in Warlords.
Link is here.Most every craft profession has some world drop to get you started on leveling it. I imagine these to be quite high drop rates like we've seen in MoP. Professions are going up to level 700, not the usualy 75 point increase.
Your Garrison is central to managing professions. Selecting buildings tied to professions will allow for gathering goods for it. If you have the profession, you'll be able to buy recipes with currency that looks to come from crafting stuff - excess currency can be traded for gold. If you don't have the profession, the building will allow you to purchase crafted goods from the profession with gold. You'll also be able to trade generic Garrison resources for craft goods like we saw with the Spirit of Harmony vendor this expac.
A lot more options for crafted gear then before with ilvls ranging from 630-665. To put that in perspective, 670 will be "Heroic" level raid gear, i.e. current 10-man gear. This gear will have various recipes for set primary stats, but secondary stats will always be randomized. There are options to re-randomize the secondary stats in most cases to preserve the stuff you craft. While there's a lot more gear slots we can fill, the gating and rate at how much gear can be crafted means you'll need to make smart choices on what you craft. It's not as simple as purchasing boots and pants and you're good to go.
The daily cds or various special item crafted will produce elemental byproducts that will be used in many recipes - Sorcerous "insert element".
The gear craft professions look to have the strongest hand for making gold with the sheer amount of raid-level gear they can make. JC may do ok for itself. Alchemy, Enchanting and Inscription look very weak. Engineering has its usual niche. The market for gathering professions will be similar to MoP's - much higher resource demands for crafting but a lot more resources flooding the market from all directions.
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Arch is is getting a new rare pet drop and some boa weapons that should be intro-lfr level quality.
Herbalism and Mining: No more skill restrictions, expanding on the current system for resource gathering in pandaria. Your Garrisons have special buildings tied to Herbalism and Mining, you'll be able to gather these resources without having trained the professions. Gathering resources will also randomly spawn a creature who drops even more resources when killed. Also going to see stone dropping again from mining.
Cooking: Only 2 tiers of buffs boosting secondary stats - this'll be a trend, limiting the amount of primary stat gains to prevent mass dps scaling like we've had in the past. Produce more food with higher skill. New catch-up mechanic allowing you to cook draenor food at skill 1, so MoP food mats will be worthless. Herbalism will also be used for cooking mats. More discovery method to recipes by crafting ones you know and tasting world drops. Cooking will also have a battle pet it can make (?).
Alchemy: Pots and Flasks work pretty much same as before. Flasks will now have 2 tiers, the higher tier requires you upgrade the earlier tier instead of a fresh craft. Alchemy will have some daily cd governing how much they can craft. (Flasks originally gave secondary stat buffs, but were changed in a prior patch).
Blacksmith: Crafted gear will have randomized secondary stats and new items that allow these to re-randomized. Armor comes in 3 tiers: 640, 655, 665. Weapons in 3 tiers: 630, 645, 655. Each base item looks to cost about 10 rare ore and misc mats and the same cost upgrade it to the next tier.
Tailoring: New mount and pet to craft. 30 slot bags available. Same crafting/tier scheme we saw with Blacksmithing. These seem to be tied to a daily cd though. No item to re-randomize stats though.
Leatherworking: New mount. Leatherworking building allows you to purchase re-skinned tents that provided 10% stat buffs for one hour for use in the field. Same gear tiering system as above. Also has the blacksmith item to re-randomize stats.
Jewelcrafting: No more meta-gems. No more colored gem slots, so no more socket bonuses. Only 1 type of gem and just different cuts for it. Said gem will be pricey to create taking 20 rare ore and 10 common ore to make 1. Gems only provide secondary stats, no more primary stats. Same gear tiering model for rings and necklaces as we saw above. A cool new toy that'll allow you to swap appearances with another player.
Inscription: Consider this profession DoA. Lot of new glyph recipes and changes, but also a lot given for free as you level. New research daily cd to discover new recipes, but also works to discover prior researchable ones once you've learned all the new ones. I've talked up Darkmoon Decks to people in the past few months, but they look to be nerfed to hell. They are being released with an ilvl of 620 (lfr level-ish?). Not up-gradable and only proc secondary stats. Probably best to avoid these entirely. The only benefit to them is that they are usable at level 91, so really good for leveling. New 620 soulbound weapons (not up-gradable) and a non-soulbound off-hand item.
Enchanting: Reduction in number of items enchantable (Weapon, Neck, Cloak & Rings only). Enchantments no longer buff primary stats, only secondary stats. Much more transmog-type stuff: Enchantments that do not provide any visible glow, Make any enchantment take on a colored glow of your choice. Also seeing Rogue specific weapon enchants that may replace the applied poisons currently in use. Not seeing any epic enchant recipes currently, so no clue what shards will be used for. If you take the Garrison enchanting building, you'll be able to access disenchanting without the profession - expect a flood of resources on the market and enchants to be very cheap.
Engineering: New Blingotron 5000, will fight other copies of him nearby to the death and give upgraded daily gift packages. Craft 4 new battle pets. Lots of new toys, too many to list (notabes: loot-a-rang now usable by non-engineers and upgraded Gnomish army knife). New craftable & upgradable helms and Hunter rifle, tiers: 620, 635, 645. Multiple Hunter scopes for each of the Hunter specs.