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engine:
rogue: demonologist?, werediggle curse
wizard:Egyptian magic, emomancy?
fuel tank:
rogue: bankster, demonologist?
wizard tourist
turbocharger:
warror: communist, killer vegan?, big game hunter?
rogue: piracy
wizard magical law?
toolbox
rogue: paranormal investigator
wizard: magical law?, emomancy?
Also worth mentioning: the first ability you unlock from Rogue Scientist can push things around. That means shoving items off islands, pushing bars back, knocking traps and enemies away, etc. which just adds more to the idea of it serving as a toolbox. It's still nothing like Burglary or Fungal Arts, but it does a little more than the obvious.
It is very encouraged to try it still, though. Between extremely strong early craftables, and a means of guaranteeing equipment and items with the stats you want, it'll be a skill that has use for the entire playthrough.
There are methods of skipping crafting good equipment, of course. Skills for acquiring more money to buy from shops, or skills to aid with theft, are extremely handy too. You can do without and still squeeze by, but you'll have a harder game not crafting -and- not using shops.