I do like flexible professions, and seeing how the Engineer works, it got me thinking... different professions have different ways of being flexible...
This is the most obvious, as the first 5 skills are normally due to the weapon you equip. Clearly, the warrior has far more choices of skills based on equipment with 9 weapons to choose from, and 19 different ways to combine them. But this requires you to decide before the fight what you will need, and equip it ahead of time. By contrast, the engineer has 3 weapons, and only 3 ways to combine them.
The elementalist has the attunement, which for a long time was thought of as the "flexible" profession of choice. Now we learn that the engineer has kits which works in a similar way except for taking a skill slot (I think). Also, thieves get stealing, elementalists get conjures, and rangers get forage.
Also, some skills have multiple functions. Attack chains. Minions can be disposed of. Turrets can be overcharged. Weapon spells can be ordered to do a finishing move. Signets have a passive and an active effect. Virtues can be kept or given.
Are you planning to take advantage of your profession's flexibility?
If so, how?
How will that impact gameplay?
Will players who don't take advantage of this be gimped?
Are some professions really not that flexible?
Will this make gameplay too complex?