I would be curious to see if it is the original tradeskills or the broad revision that was done in Echoes of Faydwer.
And, if the original tradeskills, would it be the original original or where it was finally all working for some tradeskill classes shortly before the Desert of Flames (i.e. Alchemy potions and poisons combines actually working and starting to be functional and Provisioner spells working at all). Will WORTs be Alchemy only or all classes as changed after launch and will alchemy have all their recipes working from launch or will they be limited to only WORTs and ink for a few weeks to simulate how they weren't working at launch but at least the fighter skills started being combinable a couple patches in. Will the tradeskill stations have a chance to kill (death by forge wasn't too hard to imagine but death by tailoring was the dreaded 'stick a needle in your eye').
If the original tradeskills, will all the supporting harvest nodes and purchased items be in at launch? (originally many alchemy ones weren't available until a few patches in with some never available and that compounded the alchemy issues noted above) Will harvesting skills be negatively affected by 'crossing' the tradeskill and adventure levels? (at launch if your tradeskill or adventure level went higher than the other, harvest skill would be dropped to the minimum for the tradeksill/adventure level that was higher previously resulting in losing harvest skills if you both tradeskilled and adventured)
If I have time, I am considering trying the Beta and will be checking those.
Oh wait, 2006 is Kingdom of Sky era, so.. WORTs and ink for all classes, Provisioner spells working, tradeskill stations less lethal, and at least the fighter skills working for alchemy and about half of the potions and poisons combinable and somewhat working.