To "fix" (if that's the right word) the paths in Cadaver Draconis and, for that matter, all of the new professions, I'd start by looking at the distinction between skills and abilities.
For example, can only hunters forage in the wild? Can only saltwater sailors swim? And so on. There are plenty of examples of everyday skills throughout both the canon of newer published professions and the Cadaver Draconis paths that anyone should be able to perform (with a little training, perhaps) - making something a professional ability removes it from being something other professions can do (unless you diminish the value of that profession by enabling other professions to do it too). Even abilities seem to blur that boundary a little - for example, is it only nomads from the Gnawing Wastes that are used to surviving in the harsh cold landscapes, or are other professions/paths (and non-professionals) from the Gnawing Waste equally resilient?
I'd leave out the abilities of the paths altogether and just turn the paths into a sourcebook of role-playing advice for archetypes appropriate to each profession. For example, what are the cultural norms within barbarian societies that might lead to a barbarian character becoming a chieftain and claiming the leadership of his clan/tribe? You could throw in some general rules for leadership/morale that would apply to any leader (regardless of profession or path), too. Same as the Mercanian Raiders - what is their way of life that would help a player get into that character role? Couple that chapter with some rules for swimming, sailing, navigating, and so on, and suddenly you have a much more useful and broadly-applicable chapter.
There's a truism in RPGs that more classes means more choice, but it's actually the reverse - too much choice means players are constrained to performing those feats not already ring-fenced by other professions. Cut it back; keep it simple; make it broad.
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