(2e) Combining Nonweapon Proficiencies
I think the Necromancer's Handbook includes a note that a character who has Animal Lore, Herbalism, and Brewing can use those proficiencies together to make Poisons. Separate from whether or not that is a good idea (I'm pretty neutral to it), I thought the idea of having certain NWP's combine to allow PC's to do other stuff was an interesting idea. In particular, I like the idea of combining existing NWP's to do more stuff rather than simply expanding the list of NWP's (since my group sticks pretty close to the base PHB). I also like the idea of letting characters work together with their proficiencies rather than requiring a single character to have them. The idea would be to encourage players to think of creative ways to use their NWP's together to do things they wouldn't be able to do on their own.
The example above with poisons would be Herbalism+Animal Lore+Brewing = Poisoncrafting. Some other possibilities might be:
Carpentry+Engineering+Seamanship = Shipwright
Set Snares+Engineering+Stonecrafting = Giant Rolling Boulder Trap
Artistic Ability+Gem Cutting+Weaponsmithing = A magnificent weapon
Artistic Ability+Blacksmithing+Armorer = a masterwork suit of armor
Heraldry+Ancient/Local History+Forgery = a particularly convincing writ of nobility to allow your peasant squire to compete in tournaments under an assumed identity
Blacksmithing+Astrology+Gem Cutting = Creation of an Grand Orrery
Appraising+Etiquette+History (Local/Ancient) = putting together the perfect outfit for a noble function
Survival+Agriculture+Herbalism = create hybrid plants to improve production or hardiness
Fishing+Cooking+Local History = an authentic down home fish fry.
Weaving+Fishing+Set Snares = basket trap