Rabbit people get preferred job traits from all jobs, even though the Clan Amberstone job tree only includes mason and geomancer. The first time I got rabbit citizens I had an aspiring farmer and one with Green Thumb, I reloaded to get different ones (I was nearing max hearthlings my PC could run, don’t judge!)… and got the same again!
It got me thinking, it makes sense for the Rabbits to have at least a couple more jobs available. I can understand why they don’t have farming and other “advanced” knowledge from a lore perspective, but honestly, wouldn’t it make sense that they learn from the other hearthlings in town once they move in?
I realise that probably means more work in terms of making job uniforms, but honestly I could live without uniforms if it meant getting access to all jobs on my bun citizens. Perhaps they could use some other identifier, e.g. a badge or a large patch/logo on their worker overalls to show their profession?
It seems like a simpler option than trying to disable certain traits on bun citizens because they can’t do those jobs. They already have the “working” animation and I can’t think of any crafter animations they’d be missing. They have “whistle” for the shepherd too. I don’t know if they have the combat animations for the soldier roles (I’d assume so since they seem to reuse hearthling animations), but that’s one area I can see them not using standard jobs – they would have their own ways of fighting and not take readily to Hearthling methods.
(although I did like the idea that the rabbit person wanted to be a farmer, but couldn’t become one because they kept eating all the veggies straight out of the field :P)