Just to recap on what we DO know about WOTLK Professions:
* Miners gets a STA boost as a profession-specific perk
* Skinners get a critical strike boost as a profession-specific perk
* Herbalists get a Heal-over-time ability and consumables, such as
Deadnettle as profession-specific perks.
* Alchemy received the potion sickness debuff to limit potions to once per combat, but got Mixology as a profession-specific perk. Mixology increases the stats gained from Elixirs and Flasks by 20%
* Blacksmithing gets to put sockets on weapons and belts as "constantly in-demand" products, as well as sockets on gloves and bracers as profession-specific perks.
* Engineering gets to apply special Engineering-esque abilities to their items such as rocket-power to boots, parachute abilities to cloaks, haste abilities to gloves and rocket launchers on an as-yet-undetermined slot. Only Engineers can use these activated abilities, and they replace the traditional enchants. Scopes for ranged weapons continue as the "constantly in-demand" products, while a Motorcycle land mount is a new profession-specific perk. Other engineering gadgets include a deployable Auction House NPC and a deployable mailbox.
* Leatherworking received the Tinnitus debuff to limit Drum buffs to once every 5 minutes, but received BOP Leg Armors as a profession-specific perk
* Tailoring gets to create "Embroideries" which are applied to cloaks in a manner similar to spellthreads and leg armors. Embroideries provide special abilities such as a chance to deal additional Holy damage on spell hit, a chance to restore mana on spell cast, or a chance to proc extra armor penetration. These embroideries replace the traditional enchants and are a profession-specific perk. Spellthreads continue to be a "constantly in-demand" product, with an additional PvE/healing-oriented variant of SPI/spell power as opposed to STA/spell power. Like Leatherworking, Tailoring will also have spellthreads with higher-than-average stats as a profession-specific perk.
* Jewelcrafting has the ability to create "Perfect" gems when cutting Uncommon gems - these supposedly provide more stats than the Uncommon gem, but it is unknown if thet provide more than Rare or Epic gems. It is also unknown if these Perfect gems are BOE or BOP. Special "Dragon's Eye" gems with higher-than-average stats continue to be JC's profession-specific perk, with the added bonus of matching any of the three socket colors, regardless of the stats provided.
* Enchanting has had its new enchants released. There are also recipes for upgradable BOP epic Wands, similar to the Thunder/Deep Thunder/Stormherald line of upgradable epic maces for Blacksmithing, although their stats have not been finalized as of yet.
Inscription:
* Will produce Scrolls of <Stats> as their "constantly in-demand" product, meant to slightly make up for missing buffs (like Divine Spirit) without surpassing them, or in some cases provide another layer of buffs all their own (such as a Scroll of Strength)
* Will produce Glyphs that modify the abilities of classes. Some trivially (change into a Polar Bear), some non-trivially (Healing Touch becomes Flash Healing Touch).
* Each player will have 3 major and minor Glyph slots, with Inscribers getting a 4th Glyph slot as a profession-specific perk.
* We do not know how Glyphs will interact with respecs, but that would largely determine if Glyphs are a one-shot deal or another "constantly in-demand" product
* Inscription will draw most of its materials from Herbalism's herbs, milling them the same way a Jewelcrafter prospects a Miner's ores.
* Inscription will interact with Enchanting by allowing enchants to be placed on Scrolls, which can then be sold separately and applied without an enchanter. Newer scrolls have since been revealed with a level 35 minimum requirement, allowing TBC enchants to be placed on them. It can be expected that a third scroll for WOTLK level minimum requirements will be implemented as well.