So! I thought maybe jewelry could use some parity with tailoring, since the two would use some of the same @messaging rules and what have you. One thing I didn't want, though, is for tailors/jewelers to be able to operate in each others' realms equally. We'll get to that.
So, first thing's first. Where does the parity for Tailors and Jewelers come in? Materials. Tailoring uses exclusively cloth-like materials. Jewelers would have to pull from an entirely separate pool of materials in order to craft their wares. My idea:
Jewelry would optionally use two separate materials; a 'base' and an 'accent'. These would then range in the bands of 'low', 'medium', and 'high' quality. Low quality 'bases' would include plastics and other cheap materials, while low quality 'accents' would include plastic jewels or the like (bedazzling, yay!). Medium quality 'bases' would start to include metals like brass and steel, while medium quality 'accents' would include cheaper crystals like quartz or tiger's eye. High quality 'bases' would be thing like gold and platinum, while 'accents' would be emeralds, rubies, etc.
The 'base' material would be necessary for any piece of jewelry while the 'accent' would be optional. Mixing qualities would bring the cost of the piece to a median value between the components used, further modified by the skill of the crafter.
Where does the separation part come in?
Well, I took this inspiration from the weapons system (sort of). My idea is that an artist has to choose to specialize in one over the other at some point in training, and then get full skill to that particular trade and only 60% - 70% to the other. This way there's a clear distinction between jewelers and tailors without there being a COMPLETE divide.