Woohoo! We have some good discussion going on.
Quick side comment about getting a Herbalist retainer:
The main benefit is initially that they are doing a job for us and providing access to knowledge we don't currently have.
However, we have: '
Impart the Fundamentals: Passively improves knowledge of retainers two realms or more below you.' Which may improve in the future too.
So, we will eventually be able to benefit from both having a qualified retainer and learning that stuff ourselves. The end goal being that we have the skill to handle things, but we also have a retainer that we can trust to deal with all the lesser problems on our behalf.
So, getting a retainer, and then having them be our mentor isn't a wasted action.
Other than that, have some brainstormed potential future Liangs:
Head Alchemical Researcher of the Clan, doing making and refining lots of new elixir recipes. (Heavy focus on Alchemy Schools and any skills that help run the Silver Grass Pavilion.)
Top Clan Sage, where Liang branches out his teaching skills to run some things outside of the Silver Grass Pavilion too. (Leans more towards Sage and Admin.)
Chief Alchemist, by taking on some of the other Alchemy Pavilions and works on streamlining research and production of elixirs for fun and profit. (Leans more towards Admin and maybe Merchant)
Herb-lord Liang, uses his experiences with the Silver Grass Pavilion to boost the production of spirit herbs in the Clan. (Optional side avenue of general food production and making trade deals.)
Grove Alchemist, by developing a small army of Spirit Trees, which I'm sure we'll find many suitable sites for while looking for somewhere to grow Zhuge Lotus. (Potentially more combat focused, but maybe if they are used for general security then Liang won't need to be there for any fighting.)
Clan Problem Solver, by leveraging the double training bonus to advance many skills and hunting down those Trouble Clocks. Then retreat back to the Silver Grass Pavilion to relax and make drugs.
It's wildly time-intensive to invest in a skill. It's still potentially worth it, mind you, and I'm not saying it's not, but we need to be extremely selective in what ones we actually pursue.
This is maybe leaning too much on considering high skill levels. Each point gained is always a 14% improvement on an untrained roll and adds reliability.
Even training a skill a little bit is a boon when we use the skill. Return on investment is based on using the skill, not the attainment of any specific amount of it.
So, we don't need to invest a whole 5 actions to get value from it.
(I'm also unsure if combat is based on highest combat school, or by adding all combat schools.)
[X] Plan: Last Hurdles