1: The gold found by players are pretty much a static currency. When players hit mine level 3, the only thing stopping them from mining more is their willingness to do so. But most people get tired of it and there is an average on how much people mine overall which makes the income of currency, (gold), static.
2: The market is also global, there is no need for village trading or having neighbors specializing in different professions that you can trade with since in a pretty short period of time, the world adapts itself, makes a market and everyone has or is very close to a milestone leading to that market, in this case, the Community Fair.
3: The system of quality is set up so that it constantly increases, like a loop. For example, smelt cast iron, make it into wrought iron, make anvils and hammers with the wrought iron. And since the quality of the wrought iron depends on the quality of the anvil and hammer the quality increases to infinity, all that matters is how much cast iron you're willing to pump into the machine. AKA: Metal Spiraling.
So the average income is static, the market is globalized, and the qualities keep raising.
This ends up with the results: If a new player strikes a gold vein, this player can smelt it, sell it at the Community Fair, and buy gear, tools and utilities that completely makes all PVE content redundant and obsolete, (AKA buys a quality 700+ gear and weapons to kill pretty much everything except mammoth's and trolls even with complete garbage stats, which can also be boosted to insane amounts by buying dirt cheap table wear and food). It even ruins the fun of actually doing stuff yourself, because there is always a bigger village than yours that grinds quality faster than you, and its pretty much always a better solution just to farm gold a BUYING these high q stuff than to actually craft them for yourself.
TL;DR The logistics and economy ruins the game by enabling new players to skip over hundreds of steps of PVE by finding a single vein of gold or something similar that they can sell.
So how can we solve this? These are some of my suggestions.
1: Make a new travel point system. Make it so it calculates the distance you travel with a trail and the longer you travel for the more points it drains from your travel points. Travel points can be earned in many different ways, like quests, tasks or other misc stuff. But can also slowly regenerate itself. Make it so you can somewhat increase your maximum travel points by questing or credos which enables you to travel longer roads. This opens up for a more local trade.
Pros: The scale of the world will feel larger. Enables the value of local trading. Makes the surrounding terrain and scenery actually matter since you're more inclined to use a horse or walk. Makes it so that really new players can't access the "Global Market" that easily.
Cons: People with ADD will cry that they can't quick warp everywhere and actually play the game like an "MMO" and not farmville or garrison WOW where you login just to do your daily "Chores".
2: Make the logarithm for items/materials that can be spiraled way higher in the higher qualities of items so the higher quality the spiraling of qualities become the harder it will be to increase them by "x" quality. (So it takes a lot more work to go from q500-600 than from q400-500 for example).
Pros: Makes it harder for the game to reach a point where on village can mass produce gear that completely makes PVE content obsolete.
Cons: Could be a better but harder solution to just add more end game content, like harder mobs, deeper mine levels, anything really to make the game feel like it has a purpose other than to grind stats.
I'm sure there are 100's of good solutions for this. But this needs to be addressed because it's really scary how fast this game turns from fun MMO to farmville stat grinding because of the economy.