Forges – these blacksmithing locations can be used to make all of the equippable gear. From helmets to armor to boots, if you can wear it, then you can make it here.
Personally I'm not a fan of the 'if you can wear it you can make it' system. This will most likely become a gather-make-sell cycle that is all about making money. How often do you need to actually make stuff for your party? Does this mean finding armour and weapons on the path will be of less significance? Finding cool stuff is way more fun than waiting for your stats to go up so you can make the next level of item, imo.
I think it would be more fun if general forging was just assumed to be a sort-of background thing, not an in-game activity, and that the real forging skill is in being able to do unique things, based on the story you create/take part in. Quest-based knowledge and materials that allow some specific items to be made or improved in a certain way, and even then not so that everyone in your party gets a copy!
Durability seems to be designed to make the forging aspect of the game useful on an ongoing basis. Personally I'd prefer if this was the only general purpose use of the forging skill, rather than making normal weapons and armour. It might be nice to give the forging skill the ability to make regular items better than they would be without the skill (better stats) - again, this would be an option to help do away with churning out endless iron daggers to sell.
Labs – these alchemical tables are used to make any enchantments, as well as all alchemical consumables like potions, scrolls or figurines (which let you summon a creature that will fight for you). If you want to improve your gear or brew a potion, you need to find one of these labs.
Sounds good to me! I'd like to know if it's going to be a TES style 30-second potion system or a Witcher-style 10-minute system - or something else.
Again, in general I'd like to see alchemy and enchanting done in a story-integrated way rather than just being able to make all the stuff that is available elsewhere, though for consumables it certainly makes sense to be able to do that as well.
Also, some method of alchemy/scroll/figurine-making on the road would be good - even if it's at some reduced effectiveness due to lack of some equipment available at more permanent stations.
Hearths – these cooking spots are used to make food and drink that can give you long-term benefits when you ingest them. Many rest areas will have hearths, so crafting of this sort can often be done “in the field”.
A hearth sounds like something you should be able to make yourself on the road, rather than it having to be at the resting place already (isn't it just a campfire?). I also liked an earlier suggestion that Inns/Taverns should require patronage before allowing you to use their facilities.