I see you have most of your bases covered, but you don't have a jewel crafter yet. Jewel crafting is a huge moneymaker, but with dailies these days and us boxing I see no point in taking up professions for the money. Jewel crafting would make sure that none of your characters are wearing green gems. Only the best . Alchemy would help your entire group with potions, but the only real item it produces is the trinket, and even though the trinket is great, it's not game breaking great. You could also throw alchemy on your clone1 enchanter.

My suggestion is to hold off on professions for those last guys. There will be new professions come Wrath of the lich king, inscription i believe is the only new one so far, but I also hear inscription is a game breaking must have. I'm not sure if it will count against our 2 main professions limit though, so that's something you might want to look into as well.

From what I've gathered, inscription will be somewhat like the system Elder Scroll on the console uses, in which you can adjust the strength and mana cost of your spells. For example, increase the damage of chain lightning by 200 more damage, but at the cost of increasing it's mana cost by 400. Something like the mage deep arcane talent empowered arcane missles, but without the cost of talent points.

I might be well off on this, since I haven't paid attention to future professions in quite a while, but I do know there will be new ones come WoTLK, and it would really suck to drop something as expensive to level as alchemy if you can avoid it.