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An actual good one for low-levels is to leech fishing spots. Oftentimes players at some spots will just drop their inventory rather than banking it, so pick up everything that gets dropped.
Smelting is workable now in theory, but I've never made a serious go of it myself.
At the appropriate smithing levels you get a chance to smith an extra bar, so that should add up overtime and give you profit in the long run alongside free smithing xp.
There's a few lunar spells like "spin flax" and "humidify" that you can use to process materials while training magic.
Really as far as passive income in general, almost every skill is profitable to train so long as you have the mind to bank whatever you get from it.
Like I said with people dropping inventories of fish; even if they're "worthless" individually the value adds up very quickly.
Slayer tasks too- it doesn't have to be a rare gear drop for it to be worthwhile. Virtually every slayer monster has a drop table that's worth picking up what you find. You shouldn't have a list of what to pick up, but rather a list of what not to pick up. Especially with signs of the porter.
Virtually all potions sell for less than the materials to make them cost. Most of them you should want to hold onto, anyway, as you'll need them for overloads in the future, at least until you're making powerbursts or bombs.
That's not true. Herblore, crafting, firemaking, fletching, construction, summoning, invention and archaeology are all skills where you'll put more money in to training them than you get out unless you want to train them at an incredibly slow speed.
Basically everything clay sells for a lot more than NPC shops sell it, but that makes sense since as far as I'm aware there's no good way to mass-produce it.
NPC shops have very limited supply, though. You'll barely make any money doing that.
/s
Buy bloodweed seeds at bandit camp and sell on GE.
Daily red sandstone and sell flasks on GE.
I guess those don't count as weird though.