Some of this has been categorized as rumor before, but now there's official word on some updates for existing professions. All crafting professions can expect new recipes and all gathering professions can expect new types of item to gather, but there are a few interesting tidbits mentioned as well.
- Alchemy will have specializations that will occasionally allow the player two create two of their specialization's items. (Potions, elixirs, and transmutations.)
- Blacksmiths will be given powerful bind on pickup items for their specialization. These items will be upgradable to keep up with the blacksmith's progression in the game. (Nope, there are no further details on this yet.)
- Enchantments now seem to have a minimum level requirement (based on the sample enchants being shown) and there will be new enchants for rings in the game.
- Engineers are promised "many new and intense gadgets" but I'm not personally impressed by any of the previewed items.
- Herbalists can expect to find plant-based monsters beyond the Dark Portal from which a trained herbalist will be able to harvest herbs, much like a skinner skins beasts.
- Jewelcrafting will, as we know, allow for the creation of necklaces, rings, trinkets, and socketable gems. If you match the color of the gems to the color of the sockets on a socketed item, you'll receive an additional bonus from them.
- Leatherworking will offer more high-end armor options, with claims of viable crafted gear to help you venture into end-game dungeons.
- Miners will also find some creatures of the Outlands to yield harvestable minerals when killed.
- Tailoring is set to have its own specializations, though there's no announcement on what these will be, the specializations will allow the creation of multiple items occasionally, like alchemy. Most interesting, however, are the tailor-made (and tailoring skill required to use) nets that can be used to capture targets for several seconds.