Bit of background. Current game is centered on a Covenant located in a Regio on Levant Island. When we founded it, we started the "Landen Trade Consortium" that used the island as their base. This provided a cover and easy way to bring supplies in. Now just over 100 in game years later, Landen is a large village with the consortium, docks, shipyard, and a massive trade inn (more of a resort hotel type thing). The area south of Landen is taken up by a large walled garden (with entrance to Regio), orchards, paddocks & barns, and a man (err... magic) made pond where lots of fresh water delicacies are raised (eels, crayfish, river crabs, snails). In other words, things that are vermin.
Background done, on to the magical industries, or more precisely the magically augmented industries. Also we tried to avoid craft magic and finesse issues.
The walled garden and surround areas (pond, orchard, animal paddocks) are actually for providing support to Landen rather than for trade. The orchards have a wand that bring trees from seed to mature in a day, used to replace dead trees and help expand. The walled garden has an enchanted device that causes all plants growing within it to be healthy. The pond has an invested device that summons varies materials from which the desired vermin spawn every day. All minimal but effective.
Trade is our largest money maker, but does not really use much direct magic. However, the ships themselves are build by the highly magical shipyard and have their location tracked by arcane connection in our Covenants map room. Additionally there is communications capability between the headquarters and larger ships by enchanted slates. You write on one in chalk and it appears on the arcane connected twin. They do have two magic cranes (Zeus Arm from TtA), lots of Unseen Porter items for moving things, warding against rot & vermin, and three of our "Landen Portals", one each in their three large warehouses.
Now the shipyard and its support is where things get wonky. Like the trade, they have magic cranes and unseen porters. They have a whole ton of tools that produce a Herbam variant of "Rock of Viscid Clay" (with unlimited daily usage and 2 minute duration). This allows them to produce hulls that are basically a single laminated piece of wood, as well as easily patching and upgrading ships. They have enchanted items to produce variants of 'Ink of Noblest Metals', two which work on brass (used to paint the under hull of the ships) and two which work on quartz (used to paint from the brass up). They also have a few tools with variants of "Rock of viscid clay" that work on brass, which are use when making and modifying the fittings & rigging. Their wood comes from a grove grown with those seed to mature wands. This gets around the stuck on a (large) island limit of woodland.
The sail and rigging manufacturing uses two magical effects: a Rego powered wheel (as seen in Hermetic Projects) with the work is done by actual craftsmen and more of those modified "Rock of viscid clay" effects to make the sails/rope one piece rather than a weave (and connect ropes directly to the sails).
The varies wood and brass working tools allow the creation of the complex mast found on some of their ships, which are a crab claw design with multiple spars.
Without digging up the actual files, there are mid-high 20s enchanted devices used in the shipyard and its supporting operations. The ships produced are much closer to modern day fiberglass/metal hulled sail boats in performance then sailing ships of the era.