John Pasula:
	- Fix a bug that Torhal introduced.  Tsk tsk.
	- Change ARCH_DROP to ARCH_DROP_ULD and add a location of Uldum so recipes like that appear in the location tab.
	- Revert last change.  Something whacky is going on.  I blame Pompy.
	- Lets test to see if existing code can add locations for custom entries.
James D. Callahan III:
	- Improved the improvement (ensure that entries are nil in cases where a trade skill is dropped in favor of another).
	- Improved logic for storing trade skill links. Fixes ticket 1303.
	- Fixed some silliness I added the last push; fixes ticket 1302.
	- When switching professions via the switcher button, simply grab the scan button's parent instead of performing checks for the existence of various AddOns.
	- Remove an unnecessary check and manual Scan button hide.
	- Consolidate the creation of the Scan button and the setting of its parent frame into a single place, which now happens the first time TRADE_SKILL_SHOW is fired instead of OnEnable().
	- If using Skillet, set the trade_frame to Skillet.tradeSkillFrame so the universe doesn't go pear-shaped.
	- De-yuckification (fix the previous fix).
John Pasula:
	- Check to see if the buttons exist before trying to get their offsets.  Should fix the error when you don't have both professions learned.
James D. Callahan III:
	- Only try to grab an icon texture if the recipe has a crafted_item_id
	- Display the icon for the crafted item in the tooltip, if available.
	- Grab some globals from the unvalued _G.
	- More readability re-formatting.
	- Re-formatting for readability.
	- Use ipairs instead of pairs since this is an indexed table.
	- Cleanup for the new specialties code.
	- Code cleanups and removal of unnecessary comments.
John Pasula:
	- Update changelog.
	- Remove outdated spec. code.
	- Dry-code fix,
	- Dry-coded fix for the specialty issue.  Apparently since 4.x we haven't been filtering specialties properly.
	- Update changelog.
