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I don't think either cook or farmer making any money at all. Oiling is end-game profession, at that point most of servers goes full-comunism, so you meet no money there.
Hewging+Lumber as you mentioned is one option. And usually Smelter+Miner+Mechanic is second one. Maybe Bricklaying or Tailor for some time, unless market is filled.
With almost 500 hours played, and probably a lot of servers played on - do most servers really go communism and everyone just starts sharing stuff?
Well, it's usually not that they start sharing stuff server-wide, but more than at some point "corporations" are formed and couple of groups start gathering ore and either sharing stuff inside groups or also between groups. And I guess most of people stop caring abou stuff. Or at least this happens on servers I played - the ones that have meteor and so people focusing on destorying it, not trying to play economics or some other roleplay ♥♥♥♥♥♥♥♥. I played more than once with sharing my lot with 2-4 people so they take whatever they want, and I take whatever I want from them.
In the end XP don't matter after some point - what matters is if you can grind all that iron and other ores needed for cars/assembly line/lasers and stuff. You can grind it on charred papaya, just spend half hour or hour more and your xp won't matter. And most people will leave servers, and you spend less XP, so even with good food, you don't need much of it.
BTW I only played on large servers where everyone can gather papaya or tomatoes for themselves. Maybe on 0.52km world where there are not enough food, farming and cooking really matters.
I suppose carpentry could be an interesting option end game if you can supply bulk quantities of lumber on the cheap to advanced smelters, so they can convert that lumber into charcoal as a substitute to coal in steel production. You would need enough end game demand (retain enough players) for that to be worthwhile, though.
Obviously all of this is subject to change when the new update drops soon (TM). Hopefully professions that are lacking now will become a bit more important. Tailoring, for example, seems especially one-off.