Charged items are also a good source of income since they don't require vis. Even simple things like a heat source for cold nights that doesn't produce light to betray the position of your camp could fetch a fair sum- essentially a one short (or few shots) of anything that can't be done without magic will make a good source of income.
Re: 14 & 18, glassmaking and tolls. I donāt have my detailed notes, but...
A Verditius glassblower enchanted clay tiles with a āheat to sandmelting temperatureā effect and built them into his kilns. Using magic for free energy (and maybe to create good sand or purify average sand) lets the forge companions use their skills, multiplying your output & profit. And lets the V focus on craft skill more than finesse.
Find a river gorge or rapids or such, between two cities, where the normal route requires a week or more diversion to the nearest ford. Use your magic to bridge the gorge, but make your bridge look Roman-style (perhaps your Terram specialist has Romanesque as their casting sign). Have the Redcaps spread the rumor that someone repaired the ruins of a Roman bridge. Good income, and less likely to scare people or upset the church than āweird stone bridge appeared out of nowhere, maybe demonic workā. Also, a good swift river like this coming out of a mountainous region is likely to have a waterfall, which is a good spot for a magic aura. Maybe itās occupied by some river sprites too. Build the labs there, house the grogs down at the bridge.