Where your materials come from
Each choice adds to the one above it. The route only uses materials you can get this way.
Vendor only Only what NPC vendors sell: thread, molds, vials, spices, schematics. Vendors don't sell ore, wood or hides, so most routes stop early.
+ Harvest Also what you gather yourself: ore (Mining), wood (Lumberjacking), stone, fish, herbs.
+ Mob drops Also what monsters drop: pelts, rawhide, hide, leather and cloth scraps, spider silk, gems, corroded gear.
+ Enchanter Also enchanting materials: magic powders and motes (from Disenchanting) and anything Enchanted (bars, cloth, hide). You need an enchanter: yourself or another player.
Professions
now goal
Recipes with no schematic or pattern are learned with the skill. A recipe that needs a schematic or pattern is used only once its seller is known; the rest appear when their seller is found.
Prices you know
These win over prices seen at vendors. Use * for any text, e.g. "Cracked * Mold". Copper per item.
add a price
A vendor item with no known price costs cp
Assumptions
Combines per skill point
Use recipes up to points above your skill
The game's skill-up and failure odds aren't published. The route assumes the combines per point above for every recipe that isn't trivial yet, and keeps to recipes within the window so failures stay rare.