With BioChem being in a fairly good spot already, we are not making any major changes to the profession at this time. Some minor changes include producing an additional implant on a crafting critical, reclassifying 'Red Goo' as a Grade 6 Biochemical compound via Bioanalysis Missions and a new, special recipe for the creation of delicious Ice-Scrabbler Jerky...
This means Biochem will not be able to produce Implants with Augment slots, which right now are a money maker.
What we are left with is selling medpacs and stims maybe once a week on raid night. Depends on server, but on some these sales can be very slow, and even more so in the future when more and more guilds are established with their dedicated crafters. Additionally, boss fights will be limited to 1 medpac use per fight.
Reusables will be phased out.
Biochemist will lose out on all gear drops they could sell to a vendor, because everyone with Armormech/Armstech/Synthweaving/Artifice is going to disassamble-need them.
All we are left with is
UPDATE: This was a typo, you can still get augment slots in 1.2
Originally Posted by GeorgZoeller
The blog is incorrect, my fault. We'll update it.
You will still be able to crit on the creation of implants.
Sorry for the confusion.