Tailors to the best of my knowledge are the only crafting class that cant experiment (Ommiting Musicians, their focus isnt crafting). Ive been kicking about some ideas with some friends of mine and here is the result of our brainstorming. They range from the easy to work in to the difficult but each has its own merits and would add depth to the profession.
I will start with an overview. Tailors get experimentation points like other classes, and as they advance in technical knowledge, schematics, and so on they gain more points, new expermentation bars, and ultimately become the master of their material. As experimenttation happens after the material is combined in the tool the success fo the combine can add or detract from the points.
Bar One, Avalible: Novice Tailor, Sockets
A simple enough concept, have crafted clothing start with a socket of 0. Socketed clothing will need to be ordered or special made.
Bar Two, Avalible:Casual Wear I, Durability
By experimenting the Tailor can grant his clothing additional resistance to decay giving it a greater lifespan. Perhaps with the maximum sucess the item is considered always insured so it never decays much at all compared to other clothes.
Bar Three, Avalible: Field Wear I, Storage
By experimenting the Tailor can take certain clothing from compartments of 0 to at most 10, giving additional room for those overburdened troops.
Bar Four, AvalibleFormal WearI, Color
You can maipulate the subtle shades of fabrics avalible to the usual tailor and with experimentation find the most delicate shades of pink, the most shinning whites, the deepest heartless black. Clothing made by your hand is never a simple color ir radiantes the briliance of your handywork.
Bar Five, Avalible:Tailoring I, Style
By experimenting upon style the Tailor will enter into a sepperate window after experimenttation but before coloring. This window gives modifications that can be done to the clothing. Make pants into shorts. Make long sleaved shirts sleaveless. Take the Boots and make them high tops or calf huggers. This would allow for simpler starting schematics but as you build the complexity could go as far as your imagination could take you, combining simple clothing elements, and altering what can be colored. This is the likely most complex part to program but the most intreesting as a possability to those Ive spoken to.
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A couple of unrelated ideas.
Architects and Tailors.
Dyes are a big proposal that I would like to make an addition to. Have the dies able to be inserted into cloth when its made making 'colored bolts' or some such. Have architects who use this material in chairs, couches and such have them come out the color of the cloth. A simple idea but one that would add great variety without needing too many new designs. You could even allow plants to be dyed after all they seem to be silk they never need water

Armorsmiths and Tailors
This is an ides that i think is a sound one. but in discussion we were not sure how to carry it out. The idea is a simple one. Tailors can buy schematics ether on a temporary or permanent bases from Armorsmiths to make costume armor. You can wear it, but it wears like clothes simply looking like armor ether to be impresive at a formal event or to be a paper tiger. Abuses in conning someing into thinking its real armor would hopefully be kept to a minimum by the fact it has no statistics save durability, but one proposed idea was to have costume armor have a red name to make its type easily known.
Oh and a final note have the faction Tailors able to buy schematics in the same way for their faction gear. It would likely have to be factioned aligned clothing but still, very useful.
Thats all for now, signing off,
Dolg Ulfr
Battle Wolf Tailored Goods
Intrepid Galaxy
Dolg Ulfr, Battle Wolf
"In the burning of your heart's passion shall you find truth.
In the conquering of your fear shall you find power.
In the mastery of your destructive rage shall you know the Force."