So, I don't know how much of this is already known, but I couldn't find any in-depth info on it.
I wanted to know exactly how the professions allowed to entities affect gameplay, in particular Adventure Mode. Are they more, less, or equally important than allowed items or reactions?
I did two (far from exhaustive) tests: in the first, I removed all professions from the PLAINS entity and started a human adventurer on a pocket-size world with a five-year history.
People still generated items on themselves (clothes, weapons)
Items still generated in the world (on the floors of mead halls, etc.)
All citizens are: peasants, doctors, administrators, or soldiers (I did find one hunter, though. Not sure why. EDIT: I've found a few more hunters, so they must remains as well)
All metal objects are made of alloys: no metals obtained straight from ore (iron, copper, silver, etc).
In the second test, I removed all professions from the MOUNTAIN entity and started a fortress (using Play Now! embark settings) on a pocket-size world with a five-year history.
Starting seven dwarves are automatically given professions (2 fishery/2 woodworkers/1 miner/1 craftsdwarf/1 stoneworker)
The "Professions" screen of the "v" unit viewer allows only: Mining, Healthcare, Hauling, and Other Jobs
Migrants were either peasants, doctors, or administrators (one peasant had Novice Swordsdwarf skill)
Merchants had all the regular stuff available for trade, but metal objects were only made of alloys.
Conclusions:
- Healthcare professions are unable to be removed (Mining as a labor is enabled, but the profession doesn't seem to show up)
--apparently hunters can't be removed either, although they show up less often than doctors.
- Professions have no impact on the items generated by the game for merchants/objects in mead halls etc., EXCEPT:
--professions (either Mining or Furnace Operator, or both, is my guess) determines whether basic ore-metals will show up
--alloys show up regardless of profession (based on PERMITTED_REACTION only)
--all other items, materials seem totally based on those allowed in the entity: if jute plants are available to the entity (through the OUTDOOR_FARMING tag or whatever controls that) then objects made of jute fiber will show up, whether or not the entity has Growers, Threshers, Weavers, or Clothiers.