Not sure how I found this idea, but it's interesting.
Note: I haven't read through this thread, so some of this might be old.
I like some of the ideas here. I especially like the native american and pioneer, because they're both kind of like mixups of the current worker/adventurer, but give the player more choice with the path they want to take. It really lets you specialize your play style how you want.
As to army combatant-it seems to me like an improved dueler. Although I'm only starting one of my worlds as a dueler, I see no reason to use the current dueler class over the army combatant class you've suggested. Some experienced duelers might have something to say about this.
The fort specialist is probably the one I like the least. Not because it's a build specifically for fort fighters (which I would like), but I'm not sure about its bonuses.
1. Bonus chance to find a product- I like this. I don't know what percentage would be appropriate, but the idea is one I'd get behind.
2. Increased experience- I also like this, although I'm not sure if it would be more worth it just to remove the 1500XP cap? Or perhaps to give more fort fight bonuses so that the player is more likely to get high xp anyways.
3. Lower Weapon Restriction- Also like this. I think 5 is fair, especially because the difference in damage between guns isn't a game-breaker.
4. 10 extra bonus points- I assume that would mean +10 to shooting bonus, and +10 to dodging bonus. If so, I think that would be good.
5. Decreased travel time to forts- IMO, too exploitable. Yes, in theory they'll only be doing fort battles. But really, the 25% is basically for any trip across the map, as long as they go to a fort, then a town, or a fort, then a job, etc.. Maybe decrease the length of time they need to spend in barracks? Or give them the ability to set 2 or 3 offline targets (e.g. go to NE corner, then SE corner, then mount worker's tower)? Just spitballing here.
6. Increased battle skills-Again, I like it. Not sure if that 5% applies to bonus or to raw skills (does it even matter? I'm lazy)
Again, I like the fort specialist, except for that possibly exploitable 25% speed boost. I don't know if it would be a huge impact, but it still seems odd to me. The only other concern is actually whether it would be
strong enough. I wouldn't have said that a few days ago, but in W11, GoldenArrow has something like 8800HP at lvl 99, and I think he still has SP that aren't in health. I'd want to make sure that a level 99 fort specialist with skills properly distributed would be able to beat a soldier with that kind of health, or a high-powered worker on a tower/wall. I assume with the bonuses the specialist would be able to, but it might need some testing to make sure of it.
Other than some minor concerns, I really like the majority of your ideas. Hope they can make it happen