First, I'd like to say I'm definitely not tired of mining / foresting / herbalism at all. That's like saying you're tired of drinking water and looking at trees, it makes no sense.
Anyway.
Archaeology is rarely implemented because it rarely has a point; there are absolutely no useful materials that would reasonably be found in or, more importantly, unique to Archaeology. Also, your suggestion for Archaeology amounts to randomly generated and otherwise ordinary dungeons / raids whose entry key is a shovel. Snooore
The thing is that Fractured has an extensive reliance in its basic design on discovery and knowledge, and knowledge is the entire point of any real-world activity that could plausibly be called archaeology. (That and Nobel prizes.) Ergo, it would make the most sense for Archaeology to be predominantly a knowledge-based profession while the others are material-based.
Many fantasy and especially sci-fi settings rely on archaeology uncovering a quest objective (e.g. "EGYPTIAN GODZ WR RELLY ALIENZ GO FIND DEM"). Fractured just so happens to have quest objectives for ranking up skills / spells / actions, and using Archaeology as a gateway to discover particular skills' quest objectives would make a lot of sense, especially if those skills were discovered thru Archaeology to begin with, e.g. you dug up an ancient religious site which had a profane power to commune directly with or even attempt to command a god or other spirit but you need to find more sites (and complete the discovered objectives) in order to complete the spell.
Archaeology could also uncover recipes / formulas to enable crafting of pre-modern culturally-themed items. For instance, Beastmen may already easily be able to learn modern Beastman architecture or weapon design, but Archaeologists are needed to discover and teach older / primal Beastman styles. You could combine this with the "profane power" idea to discover how to make ancient unholy weapons that rival and offend the gods and were buried long ago as Powers Not Meant For Man.
If each trade has its own tool, the Archaeology tool should be an entire kit in single-item form. Archaeology requires both WHOMP tools like shovels and pickaxes, and delicate tools such as brushes to clean off relics without damaging them.
It's quite reasonable in a fantasy context if Archaeology sites occasionally have skeletons, zombies, ghosts, etc. that need to be cleaned out to properly study the area, but it should not be the primary purpose of the profession or else it has nothing to offer that isn't better found elsewhere. In fact, you should make it so that the Archaeology site is damaged if you're not careful when you fight the residents (Fractured emphasizes terrain effects from spells etc.), which lowers the reward you get from it, and the goal is to keep it as pristine as possible.