Tool efficiency and mining, logging, gathering benefits should work like Skyrim and other games with the system they use: you should get experience every time you do it, regardless of you choose to be a specialist in that skill. Mining, logging, gathering and hunting actual specialties should be left as crafting skills like any other - or be renamed to match what they do. We seldom see people mining rocks to sell to those with mining skill star, or chopping trees, gathering crops, hunting fort hat matter. And when people spend the star in such a skill, they would normally prefer to set up the crafting tables and sell the final products they can do instead of basic ingredients (concentrate instead of ore, raw meat instead of carcasses, etc.) At all times people who do the actual gathering of raw materials (or "farming" as it's commonly named) are the most important for the economy but what end up happening is that each player would only harvest the ingredients related to their profession, not only because people want to skip buying raw ingredients but also because they get an incentive from their specialized skill and talents. So all those activities (mining rock/ore, chopping trees, hunting animals, harvesting crops) should give points to skills that are not in the star system, or to ones that are given on player creation like the survivalist.