Well, it seemed to me that the overall suggestions were headed toward not needing trainers if you simply perform a task for long enough.
I agree wholeheartedly that a "miner" should be able to advance in mining skill by mining, and not by killing, and that there is a tremendous imbalance toward killing and it's rewards versus working or crafting for it.
As a character, I have spent a lot of time killing just to gather the PP's necessary to advance, and a lot of time digging gold to pay for it. I am currently level 27 metallurgy, level 11 mining, and level 12 swordsmith, and believe me, it's expensive to advance!
On top of all that, I have to spend an hour or so at the anvil just hammering to advance in swordmaking. I have no problem with that, however, or the cost of advancing.
I guess my thinking was more along the lines of making sure that good craftsmen should be fairly uncommon, and the only way to do that is to make it expensive and require a lot of time and practice.
I think that, if and when the economy develops, a craftsman will have other sources of income besides wanton slaughter, and a miner should be able to mine and develop without needing to go on a killing spree. I hope so.
I also think that to maintain the economy without runaway inflation, you need to have a means of desposing of money from the game regularly, since it is generated regularly,and training with NPC's serves that purpose.
I think the PP system is a pretty good one, and have no objection to it. My only objection is that I would like to see how many PP's and how much money will be required to advance a level before I start "clicking".