I have to disagree with you.
Consider, if we learn how to do Theurgy and thus summon Divine Energy, that opens the door to Enchanting with Divine Energy. If we even have th idea for Divine Enchantments in our head when we do the AV Enchanting experiment, we'll definitely try AV Divine enchanting in addition to regular AV Enchanting, and who knows, we might wind up with an unexpected result.
Studying the coin and learning Theurgy makes experimenting with AV Enchanting include an entire extra set tests, incase there's some sort of difference between Divine and Arcane AV enchanting that isn't there with just regular Divine and Arcane enchanting.
So you're in favour of separating the two studies, across two turns, with chance to put the bonus on both?
Of these Enchantment?-heavy plans, I still probably prefer this one, too.
[ ] Keep It Classy
-[ ] Contains one Overwork action
-[ ] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[ ] JOHANN: Have him teach Adela what he knows of engineering.
-[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[ ] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[ ] SERENITY: Write a paper: The We book (1/2)
-[ ] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[ ] Attend classes at the Grey College:
--[ ] Runes and Runecraft
--[ ] Enchanting
--[ ] Anti-Chaos Training
-[ ] Study an artefact: Ranald's Coin
--[ ] COIN: The Gambler
(Pickle and I have come to an agreement about the plan and name)