Hunter
Fisher
Shepherd
Woodcutter
Tinker (traveling repair person)
And if the reason for the village existing isn’t because it’s a good source of food or lumber, then:
Miner (mining village)
Outpost Soldier (fort village)
Furrier
Howsoever, most folks making RPGs skip the villages and do towns instead, which is where you get your professions: wheelwrights, candlemakers, butchers, weaver, grooms, squires, and all the rest. Towns have a lot more variety, which makes them a lot more visually interesting, so a lot of RPGs have the PCs walk right past all the villages. Which I am disappointed by, but I am an unusual case.
As for WG, once you’ve decided the reason your village exists in the world, and the sorts of people who live there, then add something new. Something simple, from a bumper crop causing a series of feasts, to something complex with magic realism, such as the introduction of a wand of plenty that turns out to be both gift and curse.
So in summary, since you wanted realism, basically to ground a place in realism – is there a good river nearby, then it’s a fishing village. Is there a source of copper nearby, mining village. Etc. For a village, most of the people will be involved in that trade. Throw in some others who supply other needs, and that’s your villagers. Since you wanted a “good” village, then add in something memorable, such as a landmark or an interesting flavor (such as frontier town), to give it that extra little something something to make it special. Then to kick off your WG story, add whatever WG element you like that you think you can use to inflict a lot of fun drama on your characters. The means of the WG matters far less than you making fun drama that you like.