We have fantastic crafting/industrial side the game because it has vast and rich mechanics. But the same industry gets crushed within months under it own weight; mostly because there is too little available in the game to organize the generated value (super-inflation...). Furthermore, markets are more community centers than real markets (while some are doing really fantastic favor to the game!). I only have few vague imperfect ideas (that could be also a far cry for many), but I hope some may have more to offer on this topic:
1. The game needs centralized monetary system which is active all time and can be used without private markets. The currency rate should be tied to generated authority in the whole world and median quality.
2. Allow to submit limited number of buy/sell offers the that market. For example, 5 offer per v-idol (no p-claim) per week to generate some income across the world. But this needs to be balanced.
3. Markets need a new different type of idol, which has to be backed up by centralized market currency (see #1), silver, and gold. This idol should use authority as well as the rest idols. Traders could be simply assigned to the market idol. Market may deviate from "official" exchange rates at the expense of changes in the capital/gold they used to establish the market. However, allow markets to generate revenue (I'm not sure what would be best: could be flat rate, tied to value change in the market, etc.).
4. Ban tokens from markets, or their use should be limited dramatically in other ways.