It might just be me but it feels like there's less to do as a miner with 10.0.
-Roads are less important with the boat life so the usual safety net of crushed rocks/sand is diminished. On "normal" servers there mightn't even be gov payment for roads as they'll be localised to much smaller areas around towns for much of the game.
-Towns concept and new transport challenges mean a miner will probably just be supplying their own town for a large portion of the game which will also reduce demand. TBD what shenanigans will come to exist so supplying other towns will be less desirable or profitable later on. And if a towns mason or smelter leaves..
-As far as I can tell a miner who isn't part of a town is almost stuck mining whatever they start mining at the start of the game as they wont have enough claims for other locations if they've made a house with a workspace beside it. As demand for different mined resources change this could lead to times when the miner has nothing to do for days while waiting for new professions to unlock.
+While I don't expect there will be any big changes in the near future, some refinements could help. For example adding crushed coal (10.01?), different grades of sand for glass vs roads and maybe different types of aggregate vs crushed rock.
+Additional consumers of mined resources vs mason and smelting routes. Would be nice to pretend shale is phosphate rock and be able to make phosphorous from it maybe using the milling and fertiliser professions.
+Additional uses of existing rocks like basalt, granite and gneiss where going on expeditions to collect small amounts of it is worth it without having to setup entirely new mining operations for it. Maybe certain bathroom objects need harder stone or a marble fireplace, mineral wool for fiberglass alternative manufacturing method like quicklime glass or in whetstones if they ever become a thing.
+And of course the age ole mechanics skid steer variant only miners can use! š