The issue: barterstands do not allow you to set as buying the majority of the crafting end-products. For instance, you cannot sell your coins for a tin soldier curiosity. The maximum you can do is to set the "buy" as a bar of tin. What is the problem you wold say? The thing is, the majority of the metal sellers do not produce good quality metal, so their tin will be trash + villages can make 5 times more higher quality tin on their own.
On the other hand, a lot of people would buy some trash tin soldiers, because they are simply lazy to craft them.
And here is the problem: the current economical system (involving 1000s of coins) is not self-sustainable at all. As a bank, I have to keep the currency afloat by buying unneeded metal bars to let the noobs to have a way to obtain the coins.
You would say, why wouldn't noobs just build the barterstands and sell the tin soldiers? The thing is, the current travelling system does not let them to maintain a barterstand (building it, travelling to the market from 30 mins to 2 hours, creating characters with 200 charisma, while the average stat in a hermitage is 100 and etc.).
You would say, why don't you just buy the stuff you need? The problem is, that the noobs cannot get the stuff I need (I can set to the "buy" window) without good stats and the progress. The things I would need are the precious metals, pearls and rare foul smokes and melodies. It takes enormous amount of time or is needed by the noobs themselves. Whereas if it would be possible to set item specifics, the noobs could bulk craft for themselves and sell the excess at the market at a higher price, instead of carrying dozens of cupboards of berries to the market for several hours. You would get 1 coin for 1 bar of metal, whereas you could get 2-3 coins for the curio crafted from that 1 bar of metal. Hyperinflation is avoided as well, in this sort of situation
Letting the players to choose item specifics would help out the economics enormously. All round win situation for both the sellers and the buyers.