The problem with making a "hard" split like this is that there is a lot of overlap.
Miners are going to need all the combat you can afford to give them. It's not even the trolls you have to worry about, but a pack of slimes or worms spawning on you near insta-KO'ing you.
Unless you plan on turning your sage into a smith, too, jewelry requires a good bit of PSY along with the STR.
As you point out, Potter is best going to the farmer, but conversely, you don't raise a lot of masonry on those characters... thankfully the amount of masonry you need is just to prevent hardcapping. Additionally, it's often going to be your foragers out picking clay.
Hunters and foragers are going to have duplicate jobs in many cases, and if your hunter doesn't have decent enough foraging skills, they might miss a few good picks early to mid world.
Conversely:
Farmers have almost no overlap with anything.
As far as sages... more is better? It's a pain in the ass to get. I've never made more than half an effort at it. I got tired of all the "hurry up and wait" quests.
Roles you missed: (edit: Sevenless ninja'd me... better list)
Gardener--could be anyone... just someone that can manage it. It can be a full time job depending on the village. Credo is worth it if someone wants to grind it out
Tree farmer--doesn't need all the farming skill, and in some ways, requires more dedicated time than what other farmers need
Silk--not necessarily a tailoring job for sericulture... though you might leave the spinning and weaving of silk to the tailor
Cook--Could be filled by multiple people... need to know the recipes and what to fix for what attributes, for sure
W11 I had three roles on one character. First and foremost was miner, and as a result, I ended up dealing with pottery and managing kiln and smelter upgrades due to having the highest masonry in the village. Next, I was the smith. I wasn't the only one. Our 'sage' ended up picking up many of the skills and attributes necessary, too. I also ended up dealing with trees as you need lumberjack to get to blacksmith. I also had strong foraging skills as if I did run across some of the rare cave curios, I'd spot them. This wasn't optimal, but all fit together nicely and was fun to play as I wasn't stuck with Haven becoming a 'chore' and getting burned out on it.
The only other option is to have people make a lot of alts, only cross over skills where you absolutely need to, and have a ton of overlap in what foods you're various characters are going to be consuming.
Sevenless wrote:steelmaking(all skills covered by miner, but tending the crucibles is a real job)
This one should be a group effort. The hard part, if everyone is in the same time zone and on at the same times to play, is getting a few people to take turns logging in in the off times to refuel the crucibles. leaving it to one person causes that person to get burned out themselves.
As far as leather, it is helpful if one person is kind of running the operation and others are helping out with sorting hides. This is mostly so that someone can make an executive decision on what hids are used for what. I could watch the latest episode of whatever show is on while dealing with hides. That and chopping trees.... Couldn't do that while mining or out foraging.
Kind of wish they'd do farmer so others could help with the harvest and dealing with all that mess. Planting would be the important part.
Another "group" activity--beekeeping. Sucks if one person is getting so many beestings they're about killing themselves and they don't heal up in a day. Get a few people to help harvest hives. No skills required, just don't have any other "allergy" wounds: midge bites, nettle burn, snake bite, etc.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.