Hm. Looks decent enough to me, thoguh you do have a LOT of combat Techs. Perhaps you can just have one "Elemental enchant" Tech, that allows you to enchant a weapon with any element you have control over?
It's good to see more enchanters around... it explains where all those legendary items come from. There are a couple rules and example spells for enchanting stuff, but I don't think there are any complete rule-sets available for enchanters in PhilSys. (Someone correct me if I'm wrong!)
Now, on the critique side of things.
I might change the names of a few of those skills. "Treat Wounds" might be better as "First aid."
Also, "Item Repair" and "Item Creation" are pretty general skills. And you don't need to have both; if you know how to create an item, you probably also know how to keep it in good working order. Also, without any merchant skills, your character will have a hard time making a profit from his skill... but then again, lots of people have money problems.
You could use the following knowledge skills for *designing* new items:
[k] Crafting/Armory
[k] Crafting/Weapons
[k] Crafting/Tools
Then you'd use the normal skill of
"Smithing," "Woodworking," or "Tailoring" to do the actual crafting or repairing.
If you want your enchanter/blacksmith to have even more zingy flavor, try adding any of the following skills:
[k] Crafting / Chainmail
[k] Crafting / Leatherworking
[k] Crafting / Carpentry
[k] Crafting / Stonemasonry
[k] Crafting / Tools
[k] Crafting / Jewelry
[k] Crafting / Tailoring
[k] Crafting / Embroidery
And remember that [knowledge] skills cost half as much.
I'm determined to one day make a sucessfull Tailor/Jeweler character. Who says treasure has to come out of a mysterious locked chest? <p>---
My head moves around inside the bag, it's not like I'm drinking through my actual eye socket.</p>