I personally always pick tracker (since I process the stuff anyway and pick artisan, what use is iridium to me? Plus, knowing the copper pan spots is pretty useful), defender (I'm horrible at keeping track of my health), pirate (I like the extra challenge of getting loot while fishing), and excavator (desert trader's hats aside, geodes are one of the few things that give me reason to interact with the town in longer plays).
You've fairly said that your suggestions are from your pov and I don't mean to argue with your preferences. Just offering a pov that's less aimed at getting money, since, in my opinion, that becomes moot too soon in the game anyway.
What I do agree with is that farming needs rebalancing. Artisan is overpowered -- I wouldn't mind seeing the +% dropped at all -- and the rancher route... well, my problem with animals in SV is the same as in HM. It's not engaging enough for how demanding it is. Just a simple aura to indicate whether I've already hugged them that day would already improve so much. Toys, treats, facilities, cattle grids would be more things that'd make ranching as option-rich as growing plants. Also, I think honey should be a rancher product (more insect product options would be great too).