Hey Blue, thanks for taking the time to read and respond, I really appreciate it.
Magic Initiate - You make a good point with the magic initiate thing, I'll probably change that.
Heavy Strike - in hindsight, I can recall a ranger I DMed for abusing this to great effect since his attack bonus was ridiculously high, he kept doing this, and would actually hit most of the time... that said I like the risk versus reward aspect here, so I am not sure what to do about it. leaving it as a feat could just work since it's an ability people have to "purchase". and you suggestions sounded quite good too... ~still unsure, but I appreciate your response on this.
Cleave - I intended for it to be just like the feat, I see that my description of the ability was lacking, I will add the parts that are missing, but it is basically supposed to be exactly like the feat.
Literacy - I like what you are saying, the problem I have with that though is how to decide what languages you are literate in and how many languages can you be literate in? is it based on how many of those skills you have, i.e if you have only proficiency in medicine you can be literate in only one of the languages you know, but if you have expertise in medicine or proficiency in medicine and nature, you can be literate in two languages? What would you suggest?
Smith's Tools - I get why this might be a problem if we account for the way I originally intended to do Heavy Attack, and the way I was lacking in my explanation on Cleave - however, now that I might change those two and dial them down a bit, is adding damage to weapon this way is still a problem, and if so what would you suggest? how would you go about representing mechanically that "this weapon is enchanted with fire"?
Arcanist's/Artist's Tools - considering what you said about Magic Initiate I am now thinking removing the ability to cast cantrips from the Arcane Tomes... or find another way to make them more controlled. However it is important to note that as a DM I get to decide how much magic the players get by limiting the books and scripts they can find.
Infuser's Tools - I did make a disclaimer in parentheses that says these require attunement, and the same goes for Arcane Tomes, and Items crafted with Crafter's Tools or Smith's Tools. GP to buy power in the game can be a problem, but then again as a DM I am the one to determine how much gold they find and what type of materials they find...
Wounds - was made in mind to only affect PCs anyway, wounds on enemies rarely makes sense as most time the group will either kill an enemy or die trying, enemies getting away is not something that usually happens, at least at the campaigns that I've ran.
XP - hmm... that would depend on the specific scenario, this doesn't happen very often - at least not to me as a DM, so I can't really tell. My general response would be no, you avoided the risk of fighting (if they stealthed for example) so you don't get exp, but then again if the situation is different... it depends, context is key.
The main idea of the way I wanted to do professions was to make it so player might have a motive to explore more, if they want to improve in their profession that is. giving the player an Arcane Tome will suddenly make the a collector of spells, giving them alchemy will make them interested in finding books and recipes, etc...
I can see the power unbalace you are talking about, and appreciate your feedback. I'll think about the changes I want to make to tune down some of the overpoweredness that might come as an implication from this... I have toyed around with the idea of making these Tool and Professions more of Prestige class or make them Feats instead of just a tool proficiency, but I am still not sure...