Off the top of my head, I'd call leatherworking, carpentry, toolcrafting, tailoring, cooking, mushroom farming and transmutation all profitable. That's more fingers than most people have on one hand.

Part of why I like the PG crafting system so much is that almost any trade skill can be profitable if you level it carefully. (Well, ok, I'd call brewing and cheese making fun money sinks at this point in time, but to me it feels that skills like that are more the exception than the rule).
We may be talking about different things, but in my opinion what makes an economy work well is having a strong demand for items that are in strong supply. PG accomplishes that quite nicely by supplementing player demand with game-generated work orders. I guess you could argue that non-player work orders will drive up inflation over time, but that's a somewhat different issue.