Good day,

For SMs - I think they are cool.
Just few things I would see in this guild changed:
1. Do not destroy weapon on fumble chimeric - that fixes all about Garin and Kim said.
2. Fix enlarge resistance. Also, why it "hurts" NPC (1/2 HP)?
3. Give some more protection or/and skill increasing spells.
4. Balance spell levels, so, SMs gain more magic XP. Now it's very slow to advace in magic considering with other SEMI-guilds.

For Tinkers
I would suggest "specialization", that they should choice from the beginning.
Then armourers could "reinforce" with blacksmith, and "weapon masters" could balance weapons (self only).
Specialization affects skill cost as well.
Say, base rune cost 6. Specialized in armour: armour rune - 5, weapon - 7.
So, not specialized tinker will find it hard to train.

Critical hits
1. Give XP (or more XP) when severing limbs, doing mortal blows in same way like for "crippling".
2. Fix "Critical hit bug with COLD | HOLY table"
3. Do not allow criticals (filter) on non existing parts (limbs) - if hands were already severed, why I see such criticals again, and again (and get no XP of course).
4. Add vacuum critical that may remove one or few spells from opponent on hit.

Trade
1. Make shopkeeper money limit about 300+ mcgrail.
2. Allow more shopkeepers to accept different kinds of items.

Regards,
-Guinness