Professions
1. Secondary Professions
There are 3 Secondary Professions. Any class can train in all 3 as well as 2 primary professions.

a. 1st aid
This gives you healing abilities which is good. Even some priests, the prime healers, train 1st aid as a way to conserve mana.
There are 2 downsides to 1st aid, both of which are related to the consumption of cloth. If you are a tailor you need the cloth which would otherwise be consumed in 1st aid. Also, cloth sells well at the auction house and is a great money maker.

b. Fishing
Unnecessary imo. It takes up too much time. One friend did report though that he fished up some nice items.

c. Cooking
The primary benefit of cooking imo is that many recipes will buff your stamina and spirit after they are consumed. The only downside is that you have to grind a lot of critters to get the raw materials, and that takes time. However, unlike fishing, you will gain experience when you kill critters.

Hunters do not have to train fishing or cooking. Pets will eat raw meat taken from critters.

Mages can conjure their own food.

2. Primary Professions
You are permitted two. They fall broadly into the categories of gathering or production.

a. Gathering
These professions can either make you money or provide the raw materials needed for production profesions. If making money is your goal, I suggest the combo of skinning and mining.

b. Production
Production is a big time money sink. Especially enchanting.

Leatherworking and Tailoring--make nice clothes. Some better than monster drops, many not. Skinning is helpful for Tailoring and necessary for Leatherworking.

Engineering--make bombs and gizmos almost all of which are useable only by engineers and therefore not salable. Paladins who learn Engineering get their only possible ranged pull. Take mining.

Blacksmith--make armor and weapons. Take mining with it.


Classes--my opinions

Paladins--boring. Slow killers.

Warriors--The tanks in a party. As such they play a primary role and have great responsibility. Their whole group will die if they handle pulls or aggro badly.
No self healing. smithing/mining or herb/alchemy. Slow killers as a rule.

Rogue--Stealth, good solo play, high dps (damage per second) in low demand for high end groups.

Shaman--jack of all trades and master of none. Very interesting class to play with multiple possibilities.

Druid--haven't played one

Hunter--good solo play, high dps, deserve more respect than they get.

Mage--My current favorite, good solo play, high dps (damage per second) in high demand for all groups. Top notch crowd control. Tailor/skinner or herb/alchemy or miner/skinner for cash. Mages get to teleport to any of the main cities instantly making them the fastest travellers from one continent to another.

Warlock--very cool with multiple possibilities for play style.

Priest-- in high demand for all groups. If your group is composed of good players it is a very satisfying exciting class. You have to be aware of everything going on all the time. If you have poor players in the party, it can be a frustrating experience. People will die and often blame it on you when it is their own poor play at fault. They tend to level slowly at solo play.



servers
High pop
queues to login at peak times, lag in the big cities, stability issues, easy to find groups to quest or run instances

Medium pop
no login queues, minimal to no lag, no stability isues, at times hard to find groups to party.



The question is not, Can they reason? nor, Can they talk? but, Can they suffer?
~Jeremy Bentham