Not sure about the above comments but here is a bit of how I feel a sample should look:
Craftsmen
someone that is stilled in the trades of crafting, creating, modifying, and repairing weapons, armor and items within the world. Learning new trade skills as they level up to assist the adventurers with their equipment and any weapons and armor they discover along the way.
Not unlike their Combat oriented players, None Combat Players will be able to learn new skills and level up in their chosen path. Some of these skills can potentially be obtained via a quest or challenge that do not involve combat scenarios.
Basic Learning skills:
Armorer 1: repairing steel armor
Armorer 2: repairing steel armor
Cobbler 1: repairing leather armor and goods
Cobbler 2: repairing leather armor and goods
Weapon smith 1: Repairing wooden weapons (bows, staves, clubs and the like)
Weapon smith 2: Repairing Metal weapons
(as I see it there should not be a limitation on the abilities of what the Blacksmith class can repair)
* the above being abilities that one can master to become a master black smith*
Potions 1: Mixing minor potions
Potions 2: Mixing Major potions
Poisons 1: Mixing Minor Poisons
Poisons 2: Mixing Major poison
Languages 1: Identifying and reading languages
Languages 2: Speaking languages
Herbalism 1: Identifying plants
Herbalism 2: Mixing plants to creating potion materials or healing poltis
*The above skills being those that one can obtain to master Alchemist or apothecary*
**additionally of note a number of these skills can be learned by adventurers but limiting them to a select few depending on their path**
End Path Caps:
Alchemist
Apothecary
Blacksmith
*This is the general basis for the thought on expanding Non-Combat player skills advancement. As well as to add more skills later into the game that can help advance Combat players.*