Hi Moth! I want to share a few thoughts about skills & progression in general. (sorry in advance for a big wall of text)
In games like D&D and many larps, a lot of what your character "does" is in service to progression--gaining XP and items that make you more powerful. DrachenFest-US doesn't share that assumption & isn't set up for a long curve of mechancial power growth. We have seen many larps crushed under their own progression systems, where new players eventually feel intimidated or heavily outclassed by veterans.
The DrachenFest Roles are meant to be fun and useful all by themselves, and don't depend on unlocking other abilities to be worthwhile. Many people won't ever bother joining guilds, they'll be too busy with other things. (for example--I've been playing at DrachenFest in Germany for several years and my skills have never changed!)
As a healer/crafter, I think you'll be in high demand. If you join a camp, you'll be a critical part of their post-battle recovery process. If you stick with the bazaar (ie-- not aligned with a camp), you could sell your services as a freelance healer... or maybe even make some cash as a spy or information broker! Nobody is "just a heal bot"--outside of the game skills, there are plenty of things to do at a larp like this, plenty of ways to help your friends. Especially if you like role play, lore, and coming up with clever plans.
As an "Origins" event, a lot of the gameplay will also be about forming groups, institutions, traditions, and things that will be around for years to come. Once healers and crafters start gathering in the bazaar to share tips and techniques, the possibility of a guild/progression path begins to come into focus. To a degree, the larp itself has to "level up" by developing social structures and networks of people with similar interests. In the German game, many of the "secret abilities" weren't designed at the beginning, they emerged from player interest and in-game research. (for example: there is a school of necromancy -- it was created in-play by necromancer players who liked to meet and share secrets with each other.. the unlockable necromancy spell came later)
We also feel that part of the fun of a big festival game is exploring the space and learning what's going on. We don't want to reveal everything before the game, especially because a lot of "how things work" will emerge from player decisions and culture.
My advice is - do what you think is fun, and don't worry too much about progression. It's only one (small) part of the game. :)