Some ideas for Proficiencies bonuses

Mines & Mountains - I think current bonus is not that interesting. I propose following addition:
Each point in M&M increases yield from boulders by 1%.
In other words, player with 100 M&M would receive twice the amount of materials from stone, ore, granite and lime boulders.
Bonus would not be applied at the moment when boulder is created, but during its processing (otherwise granite boulders would be unaffected). As in person with 100 M&M would drain 0.5 (instead of 1.0) from boulder's capacity when chipping. It should be nice addition to granite and lime chipping, maybe even for mining in the future if it gets some overhaul.
Alternatively: Each point decreases humour cost of mining, digging, stone chipping.
Hammer & Nail - each point increases HP of objects on player's pclaim by 1%. Includes walls, containers, buildings, farm plots. Everything that's destructible.
Why pclaim? Well, I assumed that proficiencies are supposed to provide personal bonuses. If bonus applied to all objects created by player then it would create new market for objects created with high H&M. Which would lead to even more scams since it's not verifiable quality.
Sparks & Embers - each point increases "activity time" per unit of fuel for kiln, campfire, stove, braziers and torchposts by 1%, and increases smelting speed in smelters by 1%.
In other words, player with 100 S&E would be able to keep kilns, fires, and stoves lit for 2x longer and braziers would consume 50% coal per shot. Smelting time would be halved. Bonus is determined while lighting up objects
Law & Lore - 2 proposals:
1. Each point increases BB drain done to criminals on player's claim by 0.5%. Applies both to static BB drain and to damage from braziers.
2. Each point increases duration of Criminal debuff applied to criminals on player's claim by 1%
Faith & Wisdom - Each point increases effective humour values by 0.5% when determining humour drain in the darkness.
If humours were already high enough to avoid drain then this bonus would effectively increase humour regeneration. Still, it cannot increase regeneration over standard value, it may remove darkness' effect at most.
Hunting & Gathering - 2 proposals
1. When foraging and butchering each point gives 0.2% chance to get 2 products instead of 1.
Player with 100 H&G would receive 20% more items in average. With butchering it would apply only to meats (no double-brained mutants).
2. Decreases humour cost of movement types and maneuvers when not in combat with players.
Includes forage, wander, guard, run and so on. I didn't know how to word it correctly, but at 100 H&G humour cost should be halved, and at 200 H&G it should be 33% of original.
Sugar & Spice - Each point increases cap on sum of alchemical components by 0.0005 on crafted food. Hax!
Particular components would be scaled (from their base values) to match new cap. Player with 100 Sugar & Spice would be able to make food with the sum of 1.05, which would mean minimum of 3,4% purity (1.3 multiplier) when all components are identical, and max of 113,7% purity (11.23 multiplier) with 3 components zeroed. Hmm it might need toning down. Preferably, it would be best if this skill was not related with cooking itself, but with spicing dishes, similar to how pepper worked in H&H
Each point in M&M increases yield from boulders by 1%.
In other words, player with 100 M&M would receive twice the amount of materials from stone, ore, granite and lime boulders.
Bonus would not be applied at the moment when boulder is created, but during its processing (otherwise granite boulders would be unaffected). As in person with 100 M&M would drain 0.5 (instead of 1.0) from boulder's capacity when chipping. It should be nice addition to granite and lime chipping, maybe even for mining in the future if it gets some overhaul.
Alternatively: Each point decreases humour cost of mining, digging, stone chipping.
Hammer & Nail - each point increases HP of objects on player's pclaim by 1%. Includes walls, containers, buildings, farm plots. Everything that's destructible.
Why pclaim? Well, I assumed that proficiencies are supposed to provide personal bonuses. If bonus applied to all objects created by player then it would create new market for objects created with high H&M. Which would lead to even more scams since it's not verifiable quality.
Sparks & Embers - each point increases "activity time" per unit of fuel for kiln, campfire, stove, braziers and torchposts by 1%, and increases smelting speed in smelters by 1%.
In other words, player with 100 S&E would be able to keep kilns, fires, and stoves lit for 2x longer and braziers would consume 50% coal per shot. Smelting time would be halved. Bonus is determined while lighting up objects
Law & Lore - 2 proposals:
1. Each point increases BB drain done to criminals on player's claim by 0.5%. Applies both to static BB drain and to damage from braziers.
2. Each point increases duration of Criminal debuff applied to criminals on player's claim by 1%
Faith & Wisdom - Each point increases effective humour values by 0.5% when determining humour drain in the darkness.
If humours were already high enough to avoid drain then this bonus would effectively increase humour regeneration. Still, it cannot increase regeneration over standard value, it may remove darkness' effect at most.
Hunting & Gathering - 2 proposals
1. When foraging and butchering each point gives 0.2% chance to get 2 products instead of 1.
Player with 100 H&G would receive 20% more items in average. With butchering it would apply only to meats (no double-brained mutants).
2. Decreases humour cost of movement types and maneuvers when not in combat with players.
Includes forage, wander, guard, run and so on. I didn't know how to word it correctly, but at 100 H&G humour cost should be halved, and at 200 H&G it should be 33% of original.
Sugar & Spice - Each point increases cap on sum of alchemical components by 0.0005 on crafted food. Hax!
Particular components would be scaled (from their base values) to match new cap. Player with 100 Sugar & Spice would be able to make food with the sum of 1.05, which would mean minimum of 3,4% purity (1.3 multiplier) when all components are identical, and max of 113,7% purity (11.23 multiplier) with 3 components zeroed. Hmm it might need toning down. Preferably, it would be best if this skill was not related with cooking itself, but with spicing dishes, similar to how pepper worked in H&H