Things should be for sale in the game but there should also be a concept of work or time spent to create them and this should not just be possible to be bypassed by people with lots of currency.
i.e. someone can craft an item and its value would be based on how hard it would be to craft (time, chance of failure, complexity etc)
of course someone can then buy that item but the person who put the effort into creating it gets the benefit.
so someone with a big-wallet can get the item without spending the time and the person without the wallet can benefit from the time they spent crafting the item - which they can move into NXT and use in RL or re-use in the game for example.
Where games lose out is where people with the big wallets can jump in, bypass the hard work bit with no benefit to the people who are doing it the hard way.. This is why a lot of games lose out and eventually become unpopular.
I would like to see us solve this so people who can spend to advance, do this BUT the benefit goes to the people working in the game not the game owners/producers who can instantly create as many items as they like...
Yes, I should be sleeping as well, but a quick answer before I log off:
The goal is to have a player driven economy, so I think Crafter A who busted his butt making "Supersword" should be allowed to sell his weapon for a hefty sum. So like you said, the crafter is rewarded (in real NXT!)
To elaborate:
The only time a big whale can jump ahead of other players with no work is if the game has a "cash shop". In this case, the money goes directly to the company, while cheating the players.
Because literally all of the game's items (minus things that have no market value) can be sold on the Asset Exchange, there will be no cash shop. A big whale would have to purchase this "Supersword" directly from the crafter. And I think we can all agree that if the crafter put in a lot of time hunting down the materials, recipes, etc. he should be rewarded. A crafter is reward, and a whale is happy with his new sword.
The same goes for consumables such as food, potions, etc. all of these must be purchased from gatherers and crafters. Therefore, the people who put in the time and energy are fairly rewarded.