My other idea was a Dawnish Yeofolk, but that one seems like it would be a different type of challenge when it comes to trading.
…what would be your opinion on taking fleet as a recourse rather than a mine or forest when going for an artisan route? The diversification feels like it will give some extra incentive to go out and talk to a whole variety of people, but that is then balanced but having a bit of risk should the fleet hit a rock and come back with nothing 
And do you find there’s any kind of artisan items that tend to always be wanted to some degree? The item list of what can be made is impressively long, and trying to figure out what three to start with feels like a feat in itself!
As a Dawnish Yeofolk, trading is reasonably easy and hard, as your boss has no real appreciation of money. Plenty fun though, doing that now.
My previous character was a fleet owner artisan. You’re correct that you thus end up with a mixed bag, and have to go trade on the field. This is a good thing. You can also steer that mixed bag (literally, I’m now thinking of a trading ship called “The Mixed Bag”…) because trading ports usually trade the same thing each season. Welcome to the minigame of international foriegn trade
You chances of a sudden collapse (shipwreck) with no warning are very low. But your chances of being grabbed for adventure are pretty high:
(Captain Lilfluff, we need your vessel to sail with us on the quest for the krakens tooth, we have three companies of League bravos ready to go, and another 2 ships already! It will pay but little in riches, but Sarvs will be most grateful, and the bragging rights are immense!)
…there are quite a few fleet adventures which come up, especially as we’re at war with the Grendel. Trade with the Commonwealth, or run the blockade to deliver aid to that trapped army? A peaceful voyage to the Sumaah Republic, or a deeply illegal but profitable deal with the Asavean Archipleigo…?
Interestingly, as an Artisan Fleet Owner, this means that a lot of your game levers will be pulled during downtime…
..bringing us to to artisan items.
You spend the event gathering materials, selling items, finding out who needs/wants what, handing in a large bag of shinies at GOD…and then downtime making the items, which next event you get in your pack…
It’s a slow game, but quite a lot of fun. As for the items, I’d pick what items you think would be useful to you, if you planned to march to war alongside the League banners. I generally go for a free utility thing, a cheap weapon, a moderate something else and an expensive weapon.
To use a recent load-out for my character:
Warriors Plate (free to make simple buff armour)
Oakenhide shield (solid buffs on a magical shield)
(some better armour that was quite pricey)
Choleric Staff (making ritual mages more powerful)
Bear in mind that assuming you want to try some combat, if you pick martial gear you can use for your lower three items, you’ll be one of the most well-equipped new players on the field. Artisan bonus= start with the gear 
Your items will all be at different cost levels.
Level 1 (the free ones) are the sort of thing you make when you’ve time, or not enough stuff. Sell em quickly. They only last a year, so there’s a good turnover of (for example) folk wanting another set of warriors plate.
Level 2 (cheap) are what you probably make a couple of to sell. Something useful, to as many folk as possible.
Level 3 (moderate) you’ll likely make one or two a year. Solid investments, made for a client, maybe in your group.
Level 4 (expensive) are the prestige pieces. “What’s that item?” “It’s an X.” “Whoa. Nice!” Make on request, preferably by someone who brings you a large bag of materials.
The league like light swords, small shields, and polearms, but go quite heavy in armour. Have a look through with that in mind.
Good luck, and pop back if you need guidance!