I'd also add the [Jewelry] tag to bones, shells, and some rare woods.
I'm not sure what effect you want to see from that? If you want to see those materials used by the Jewelry smith and turned into rings, crowns, amulets etc then I disagree the Jewelry smith is a metal crafter and the skill would not translate into different materials like bone and wood, it would also steal the thunder of the bone and wood crafters.
Perhaps the meaning of the [JEWELRY] tag would be better represented by calling it [COLD_WORKABLE] or [SOFT], the primary thing it dose is allow you to craft without using fuel. The Jewelery Smith is limited to working with only these metals. It might still be possible to make an Iron amulet or steel ring but that would be done by the Metal Crafter not that their should be any real incentive to make such things.
Theirs some concern that these changes would leave the Metal Crafter with nothing to do, while it dose remove the coin job it leaves in place a lot of other trade goods that would be made of base metals such as goblets, instruments, toys, flasks and myriad other things which will be added in the future. I could see 'table ware' (plates + utensils) used to enhance dining rooms, 'canteen' a metal water skin equivalent, 'lamp' (fill with oil for illumination) along with moving metal buckets to Metal Crafter. Basically any item not commonly made by hammering at an anvil, much of which would have fallen under the historical definition of 'Tinsmith' or 'Coppersmith' named for metals that soft but not used for jewelry. I also agree with moving chains to Blacksmithing.
I'm also thinking that studding might fall under Jewelry Smith as it already takes no fuel one of the principle characteristics of the new profession and is inherently a delicate process more in like with Jewelry production.