Edit: There's not much reason to put Tailor down into the second Template, and have Lumberjack on the crafter, with the changes made several years ago concerning how boards are made.
You'd be better off with Tailoring on the top template, but the obvious flaw there is that the template would need 740 points skill for optimum BOD filling and pulling, and you can only squeeze 15 points out of mining (and then only get 20 swings with the Jacob's Pickaxe before having to wait for an hour to refill). This limits you to mining for Verite and valorite via ore elementals from Garg picks (and ore carts, if old enough), with none of the ore coming from the actual mining. the ASH Blacksmith bonus doesn't apply to BOD pulls, and there's a huge difference between
-> 50% Weapons BODs, 25% Iron Armor (including non-combining "famers"), 25% colored Armor at 70 to 109.9 skill
and
-> 50% Weapons, 5% Iron Armor, 45% Colored armor at 120 skill.
Bowcrafting/Fletching and Mining would be a good toggle (have one or the other on the character at any given time, due to soulstones). After all, You don't need mining for making bows (except for gems that come as a side effect of mining), while if you recycle ingots, mining is mandatory (instead of unraveling for ingredients - after a while, your residue/essence intake gets high enough to where that's too wasteful of ingots). You also need Stone from mining for Masonry (part of Carpentry) and sand for Glassblowing (part of Alchemy).
Use the other 80 points for magery, or a mix of magery & cooking, if you're going to craft house add-ons a lot. You can do both 95 magery and 45 music on an elf, with the right equipment (elf can get all 45 Music points from equipment -song-woven mantle sleeves, imbued +15 on both jewelry & Minstrel talisman), and go all the way to 120 Magery if you swap out the music jewelry for magery (but, that's not likely to be needed).
In fact, if you go the cooking & magery route (for add-ons, not to be a full-fledged cook), you can get up to 50 magery fairly cheaply from just equipment (spellbook, jewelry, alchemy talisman - the latter shared with the second character), 65 if you want to drop serious money into it (replace +15 imbued ring with Crystalline Ring, and get a Magery Mark of the Travesty).
Glassblowing is part of Alchemy, so you got that covered already.
The way I'd do it:
'Physical' Crafter (elf):
- Armslore
- Tailoring (120)
- Mining*
- Blacksmithing (120)
- Tinkering
- Carpentry
- 80 Magery, with equipment that can go as high as 120 if you want to scroll that high
- 0 Music, but equipment to raise it to 45.
- *Bowcraft/Fletching (on soulstone - swap with mining, or do completely without mining, and just unravel all your runic crafting rejects with character 2)
'Combat' Crafter:
- Magery
- Mysticism
- Meditation
- Inscription
- Imbuing*
- Alchemy
- Evaluate Intelligence
- *Necromacy swappable in for when the character isn't imbuing(via soulstone), for either combat or spellbook crafting
Others:
Cooking, fishing and Cartography, and you can do those on a T-hunter/fisher.
Lumberjack moved to a combat character that uses 2-handed weapons (then make them a really nice axe)
Mining can be moved off your smith if you intend to unravel everything you don't keep (but I advise just swapping the skill out with Bowcraft as needed).