Technically, the Resist Spells is only good for the potential PK situation in Fel - nothing the elementals use would require it.
Much of the value, therefore, of the Resist Spells skill could be replaced by a trap box to break paralysis, making it a more viable candidate to be dropped.
One thing to consider is getting someone to make you some imbued jewelry specifically for the character.
You can fit 52 skill points and a tiny amount of DI on each of your ring and bracelet, without any high-end ingredients (53 skill points and 1% DI if you take 1 skill to 14 and leave the other 3 at 13). Also consider some other skill-boosting equipment, like the Ancient Samurai Do, and the circlet version of Aegis of Grace.
Playing with items a bit...
Mining 100
Fishing 100
These have no Skill equipment, other than the mining gloves (And those really only come into play for smelting). You can wear an imbued, then enhanced, set of mining gloves, or just have a normal pair that you carry with you as needed. If an elf, when not smelting, you could wear stitcher's mittens to boost your healing.
Parry 100 (90+10 From Ancient Samurai Do)
OR
Resist Spells 100 (90, +10 from Aegis)
The Do gives better resists, while the Aegis also gives some DCI. Personally, I'd go for a trap box and the Parry, as on most shards miner-killers are rare anymore, and the parry is MUCH more handy against the elementals.
Plus, you can squeeze an extra 5 parry from the Dupre's shield, if used.
Anatomy 100 (74+26 from Jewelry)
Healing 100
Chivalry 74 (48+26 from Jewelry; could carry a Luna Lance for a easy extra +10 for a spell; also, there's a SA shield that has +10 Chivalry that my miner and my T-Hunter, both Chiv-users, lust for)
Tactics 120 (94, +26 from jewelry)
Macing 120 (94, +26 from jewelry)
Total, 814 skill points, not counting any from a shield. IF you put the extra +1 on the jewelry (and not the DI), it could be as much as 816.
You'd want a good Earth Elemental Slayer, and a decent talisman (don't forget that the regular mace has Disarm as a special - it could buy you the time to evacuate from a PK, especially if you've got 120 skill behind it). One of the recent event cloaks would be good, and there's a wide selection of robes that one might consider. Shoe and apron choices are a bit limited (and expensive) at the moment.
Note that 90 healing is what is needed to be successful with a bandage used to heal damage (not poison) 100% of the time, and that orange petals are another good preventative.
And, yes, the suit would be medable.