So the Small Tweek post, got me thinking. Maybe we do need our prereqs looked at. (This thread is purely hypothetical, and is just another one of my left-field pipe dream hey what if thinking excercises, so, yea...

Here's the rub:
Smuggler is currentlya combat prof. However unlike Pistoleer, or Swordsman, or what have you, we have abilities that extend beyond pure combat, we have our spices, our slices, our underworld abilities. In short, we THEORETICALLY get more than a prof like Pistoleer. The tradeoff for this is currently that our profession costs 58 SP to get to, rather than 43. This SORT OF limits us in our dabbling abilities, by a whole 15 points (All math subject to error).
We as a profession, want more still. We want smuggling, we want a contraband system, we want an improved underworld. The issue here is that since we're just another combat prof now, getting the content we want AND deserve would actually be kind of unfair to other combat profs, and also probably make everyone in the game go Smuggler (much like the recent BH hullabaloo, and all they have is the ability to kill Jedi for money.)
The most obvious solution to that problem is an increase in the prereq SP cost, to the point where a dual master would be impossible. The vital thing (with the exception ofSOLUTION 3)though would be improving our combat skills up to a point where if someone wished to still be the top of the top in battle but be a Smuggler, they'd have to spend ALL of their remaining points in a combat profession. Even then they'd have to make it so you'd probably be a bit better off with a full on combat template.
So here'sa fewtheoretical solutions to this issue (and any associated bonuses anddrawbacks)
Solution 1: The Thug Novice Prof
Concept: A novice profession that leads to Smuggler, and whose SP costs are balanced to make
Smuggler an appealing choice only to those who wish to pursue a career in smuggling.
Positives: Could contain skills/content that could be dabbled in by other professions, giving them a
small taste of the larger pie. Could also be used as a prereq profession for any future
proposed professions (like Crimelord) included in the proposed Underworld Revamp.
Negatives: Would limit Smugglers in their choice of combat style to essentially, Smuggler and a
BIT of dabbling in an elite combat prof. Also, the Devs would have to come up with a
whole new profession, just for us...
Solution 2: Extreme Prereqs in Non-Combat professions.
Concept: Extended prereqs including Engineering 4, Business 4, and trees theoretically in
elite crafter professions, like a tree in DE and a tree in SW.
Positives: Simpler for the Devs to implement, yet still giving Smuggler the "jack of all trades"
feel. Would be an inroad to the Devs allowing us to modify our ships, or have our own
unique droids with their own "unique" abilities.
Negatives: Having elite profession prereqs would give those specific professions the only viable
way to master Smuggler and another profession, making it kinda unfair to other
professions. Also I see this as a possible source of complaining from any number of
other professions.
Solution 3: Make Smuggler an "Alpha" type profession.
Concept: Make Smuggler like Jedi, in that our skills are spread across several "profession" onions
and our profession needs to be unlocked to get to use.
Positives: REALLY opens the path up to giving Smuggler as much content as it could handle.
Skills/content could be above and beyond any normal profession, more in line with
what we expect out of it in our wildest dreams.
Neutral issues: BH would have to undergo the same treatment if we were to be successfully
hunted by them, and also to complete the trilogy of Canon professions as Alpha
classes.
Negatives: There would be a LOT more people going Smuggler, quite a few with the "Alpha"
class gaming personality... Also, lot's of work for the Devs, ALSO, more work for
players, and the possibility that us long time Smugglers wouldn't be grandfathered
in.
Annnnnyway, yea, It's early, I'm bored, and that was a good waste of time 