For claritt's sake, when I say I want to see a Star Wars Galaxies approach to crafting, I do not mean I want to see a millian variations of resources each with different stats. Some tout that as SWG's crowning achievement. I call it an exercise in over-complication. What I mean is that I want to be able to craft things that always have a use. I want to see a system where gear degrades through use and can be repaired easily enough, but if neglected it could break and need replacing... So in other words, I want a player-driven economy.
I hear some of you screaming "NOOOOOOO. I'll never buy from greedy crafters who want to charge an arm and a leg for a sword!!!"
Well... first, let me just say that if non-crafters who happen to gather some resources that crafters need would stop charging an arm and a leg for those resources, the crafters would not have to factor heavy spending on needed components into their price for the finished product. so-called greedy crafters' prices on SWG were driven up by greedy hunters who charged an arm and a leg for materials that only they could acquire. So I say the community influence macro-inflation by practicing micro-inflation...
Having said that, I do believe that a mechanism should be in place to control player pricing.
There are NPC vendors. Let them serve as the backbone for trade in towns. If I go to a vendor and sell a sword I made, he would pay me X for it. He would then sell it for Y where Y=X*4. So he buys the sword from me for 60 gold, then turns around and sells it for 240 gold. And where does it show up? On the Exchange/Auction House/whatever.
See playing the exchange is a gamble. Not everything one posts is a guaranteed sale, or at least it is not guaranteed to sell the first time you post it. So those looking for a quick cash-in might want to consider selling to an NPC vendor.
If the NPC pays 60 for my sword and then sells it for 240 on the exchange, then a baseline price for that item is established. Others looking to sell the same thing would do well to post it on the exchange for a price somewhere between 60 and 240, thus making more off of selling on the exchange and keeping the price under control. Nothing would stop a player from setting a price higher than what the vendor's exchange price would be, but the likelihood of making a sale when the item is offered for a lesser price would become slimmer. A fair market price would be established without forcing a pricing limit on players.
Looted items must also be equal to what a player can craft. Maybe not so much for epic gear which should remain an exclusive reward for completing epic achievements. But for common gear used along the way, what I find in my travels should be equal in stat to what can be crafted. In this way, a non-crafter would have a choice concerning obtaining new gear... Just hope he can randomly find what he wants, or order something specific from a crafter... And if the crafter is worth his salt, he'll charge fairly for it. Nobody should be forced to buy from a crafter, but at the same time a crafter should not worry that his wares will be useless...