After spamming /2 with crafting offer for a few high end tailoring recipes (including Wispcloak, Deathchill cloak and Glacial bag) I changed the strategy to buying mats of AH and selling ready-made items.
Worked like a charm. 7000 gold pure profit in 3 hours.
Might be a bit server dependant but it looks like people are willing to pay extra 200-300gold just not to bother with getting all the materials.
Your post might be better off in the "How to make gold" thread Anthraxx
However, to answer or give input to the post itself, are you saying you got an extra two to three hundred gold on top of the profit you would already have been getting? Because a seven thousand gold profit in pieces of two to three hundred does sound rather fishy, and to say the least, very risky. On my server the materials for either of those items are at least seven hundred gold plus each. Emptying the AH for those materials on a grand scale to craft and re-sell cloaks will push the price on materials through the roof and in my opinion cripple your potential profit and increase the risk of not getting your cloaks/bags sold (or sold at too low a profit to bother) twofold.
Doing one or two items per day however, sounds like steady income, especially if you are able to buy materials before the majority of the players come online.
Edit; That makes more sense, thanks Anthraxx. I would also appreciate if a mod could move these three posts.
They appear to have changed the skill progression of some cooking recipes; Small and Large Feasts are green for me at 450 on the PTR, but grey for me on the live servers. Because I am already maxed, I don't know to what extent or degree those or other skill progressions have been changed, other than that they are different. Also, the Basic Campfire no longer seems to need Simple Wood.
Can any scribes comment on the relative rarities of Darkmoon cards obtained through Darkmoon Card of the North? Aces are always up at a near 10x premium on my server's AH but I have a sneaking suspicion they're not actually rarer than any of the other cards.
From my experience Aces don't seem to be any more rare than the other cards. Though I am able to sell them at a decent premium over other cards...I think most people don't even understand where the LK Darkmoon cards even come from, which leads them to thinking certain cards are more rare than others, as they were in the past.
I'm as close to positive as I can be without a larger data set that aces are not rarer than the others. We have several people on server who are fishing for Greatness decks and therefore there's been a large population of cards, relatively. Comparing the AH, talking to people, etc. there isn't any evidence that an ace is more or less likely. If people wish to overpay for them, that's their perogative.
As to carpets: Basic carpet flies at 60%, magnificent at 280%, and as the spec carpets do not exist YET, it's hard to tell if they'll be 280% or 310%. Considering how much more expensive and time limited they will be compared to the others, I would IMAGINE they'd be 310%, and you would only have access to the one you are specced to. Naturally, that's pure speculation: they could easily [change to?] be variations on the Magnificent recipe with no restriction other than Tailoring ranks that fly at 280% and are vanity in the purest sense. Of course, there's also the possibility for allowing passengers...who knows. As a side note, I've swapped to using my old flying mount, which makes me sad...the extra time to hop on and off the vehicle type mount actually gets old fast, not to mention inability to reliably turn it with holly. Unless they are going to change it so that extra time isn't there or make it so other people can ride, I hope they change it from vehicle to mount...although it is cute having things attack your carpet.
As for how to make money with tailoring items, it boils down to your time, available money, and server market. Some things will never sell, others people already gather materials for and look for a crafter [Spellfire and whitemend set in TBC, anyone?], and a few they just look for what's already made. Find what works for you, and the item you're trying to move.
As a side note, I'm really curious what the developer logic behind balancing the profession perks is, and if there is a logic that utilizes recipes from raids but hasn't hit the game yet. I'm also curious how 'making money' and 'personal convenience' factors into this...it has been its own prolonged discussion at various points what the best raiding professions for a variety of classes and specs is, how they do or don't compare, and the like. That said, I have to imagine that raid balance isn't the only thing devs take into account when desiging professions, and never has been. For example, it's often lamented how engineering provides little raid wise, often considered the weakest raiding profession. But engineers can open locks, have a variety of explosives at their disposal, have two vanity mounts [more like three, each with lots of cosmetic options] (one of which can have a passenger), have flavor perks like their tools, have a distance viewer, and can extract motes/crystallized. On the flip side, you have Jewelcrafting, considered the best raiding perk profession for most [all?] classes and specs...but this profession was basically designed for raiding, has no side or flavor perks, and has money making potential based entirely on the market and savvy of the user. In the middle, you have the armor crafting professions, which have variable money potential and seem to have part of their perks locked into 'recipes that provide stepping-stone best-in-slots until raid drops or tier-gear'. Has anyone done a true analysis of this, or some kind of essay that points out 'If you're a die-hard Elitist Jerk, these professions are for the following specs/classes, and these are the non-raid perks for other professions and how they stack up to the raiding ones'?
They've already announced that the "vehicle" mounts are becoming traditional mounts in the forthcoming patch.
Well, they can't become traditional mounts in all particulars. Take the tundra mammoth, for example: passengers are not a feature of traditional mounts! The context for the announcement was that vehicle mounts should behave like normal mounts with regard to animation delays on mounting, and obey auto-dismount settings when using abilities. That enables (e.g.) rogues to enter stealth directly from their mount, and so on. It's not clear whether it will affect the "feature" that lets you escape fall damage while on a vehicle mount - my own guess would be yes.