I posted my action early because I was impatient also I was thinking that trained professionals would have smaller failures and bigger successes? for example if I have some scrap and tell some normal guys to make weapons out of it they might end up dead with a 1 while trained professionals may just waste the scrap. And if I ask them to make a base the average joes may make a bunker while the trained professionals may put some missile turrets on it.
If there was a real difference like that then you would recruit significantly fewer of the "professionals" than you could the normal guys, and since "professional" is such a vague term I could easily say that they are professional bakers or something and have no idea how to build a bunker. You can always train your standard guys and will probably end up with a lot more competent workers a lot faster than trying to recruit them directly, but keep in mind that's an extra dice roll and they might get frustrated and leave (not everyone exits cultism in a coffin).
For this specific example, I would be a little more lenient on "making" weapons than "acquiring" weapons since you're not stealing them from a nameless source, you're using stuff you've got, but you would be limited by the resources you're using, for example broken glass or chunks of metal would only be useful for light weaponry, but if you've got a bunch of black powder you could make explosives (albeit at the risk of destroying your peons and possibly your base).
No reason to delay this:
End of turn 1.
Score:
Unescargot: 100 cultists
Tavern wench: 30 inquisitors
TROG: 50 cultists, 30 inquisitors
Anthaju: 75 cultists
Koshu: 75 cultists
Rabe: 100 cultists
CARP: 50 starving cultists
Rosabel: Nothing
Chronosian guard: 1 suspect detained
Overall a pretty good start, unless you're rosabel or TW