If you have a constant toon, then what trade skills should they have?
I'm currently leveing up my pally tank. Although I have a 74 warrior, I don't really see myself taking a different tank than the pally which makes him a "constant" toon. As such, I have decided that I should make sure the pally has enchanting for d/e. Since other toons may be swapped in/out, the pally will always be part of my 5-box team (in the forseable future) and therefore should be the one with that skill.
Which two skills would you choose for your "constant" toon?
Mining - I'm debating getting mining on my pally since often there are nodes inside the instances.
Skinning - many times there are skinnable creatures in the instance but I'm not sure that type of leather ever sells for much
Herbalism - could be very good, though I'm not sure if it would be better than mining
Blacksmithing - this could be good for the tanks gear, but it has no use for the rest of the group
Jewelcrafting - the JC doesn't need to be in the instance to cut the gem so I can have any member be the JC
Tailoring - similar to BS and has no need to be in the instance group
Inscription - similar to BS
Although many of the crafting progressions aren't good for a "constant" toon, it would probably increase chances to get rare recipes/plans.
Tanking, Enchanting and Engineering
Since I have leveled up the gathering proffessions on my teams (alts only, leaving the tank with no professions), I decided to approach my pally tank from a different perspective. What two professions are a pain to level, but will always be handy in an instance (since the pally will be my tank for all my teams) ?
Enchanting is necessary for instance runs for DE purposes. That was an easy decision for me. I already had one enchanter, but I didn't feel it was a waste to level another up, since the tank would always be in my instances. Engineering was my second choice for two reasons: i don't have any engineers and repair bots would be nice. The bombs for locked doors, mote extractor and tanking helmet sealed the deal.
While engineering/enchanting is an odd combination, knowing that both will be useful for all of my teams and that I won't have to level them up again means that having that combination makes sense to me.
(I have 2 Enchanters, 2 Skinners, 2 Herbalists, 2 Miners, 2 Tailors, 1 Jewelcrafter, 1 Alchemist, 1 Leatherworker and 1 Inscriptionist now.)