New posting to the forums, though I read them frequently. Very interesting to read, but I believe there's a key factor missing in the discussion. Prepare yourselves gentlemen (and ladies), for walls of text.
The reason Robigo runs are so profitable is directly related to both a commanders Rank in Trading, and the type of mission involved (Smuggling increases payout with distance as I understand it). A Tycoon will make more money than someone with the rank of Broker; as it should be. But this does not occur with any other 'profession' because the missions are so incredibly gimped on their rewards that next to nothing is worth taking. A Bounty Hunter, for example, will hunt in a RES system and make 2-3 Million an hour without any missions. If there were Bounty Hunting missions with 'identical' rewards, their profit per hour would go up (though their commitment and skill requirement to complete would as well) and better match the smugglers from Robigo.
A 'buff' to all professions across the board should come in the form of a revamped mission system. As an example, right now you can progress in rank in Combat, but any missions given don't have nearly the rewards they should have or are not difficult enough to merit higher rewards in the first place. Part of this problem is the ranking system itself; it's so directly tied into mission rewards that the only good rewards come from the top two or three ranks of any given profession. While ranking up shouldn't be easy, it shouldn't require hundreds of hours to get basic missions that pay decently. Create missions that will supplement already existing profitable activities (res hunting, exploration, etc) and you'll balance everything out nicely.
Something that could also be explored is adjusting rewards from missions not only based on one's rank, but on the 'value' of their ship relative to it's main role. For example, someone might give a commander with a Cobra (all purpose) an assassination mission, but you'd expect a commander of equal ranking touting a well equipped FDL (combat) to be given a slightly bigger reward for said mission for having better 'tools' at their disposal. This would help balance profit progression between Combatant, Trader, and Explorer (since a Trader's profit directly correlates to the size of their ship/amount of cargo they can carry; not the case for Combatant). You'd of course have to be extremely careful balancing a system like that, but would certainly make the whole thing more interesting.
The reason Robigo runs are so profitable is directly related to both a commanders Rank in Trading, and the type of mission involved (Smuggling increases payout with distance as I understand it). A Tycoon will make more money than someone with the rank of Broker; as it should be. But this does not occur with any other 'profession' because the missions are so incredibly gimped on their rewards that next to nothing is worth taking. A Bounty Hunter, for example, will hunt in a RES system and make 2-3 Million an hour without any missions. If there were Bounty Hunting missions with 'identical' rewards, their profit per hour would go up (though their commitment and skill requirement to complete would as well) and better match the smugglers from Robigo.
A 'buff' to all professions across the board should come in the form of a revamped mission system. As an example, right now you can progress in rank in Combat, but any missions given don't have nearly the rewards they should have or are not difficult enough to merit higher rewards in the first place. Part of this problem is the ranking system itself; it's so directly tied into mission rewards that the only good rewards come from the top two or three ranks of any given profession. While ranking up shouldn't be easy, it shouldn't require hundreds of hours to get basic missions that pay decently. Create missions that will supplement already existing profitable activities (res hunting, exploration, etc) and you'll balance everything out nicely.
Something that could also be explored is adjusting rewards from missions not only based on one's rank, but on the 'value' of their ship relative to it's main role. For example, someone might give a commander with a Cobra (all purpose) an assassination mission, but you'd expect a commander of equal ranking touting a well equipped FDL (combat) to be given a slightly bigger reward for said mission for having better 'tools' at their disposal. This would help balance profit progression between Combatant, Trader, and Explorer (since a Trader's profit directly correlates to the size of their ship/amount of cargo they can carry; not the case for Combatant). You'd of course have to be extremely careful balancing a system like that, but would certainly make the whole thing more interesting.