This is unfortunately because there's absolutely no use for money in Istaria. The biggest form of trade in Istaria is the trading of hard to get or now impossible to get items for other hard to get / impossible items / work. Right now, there's not much difference between someone that has 30g, someone that has 300g and someone that has 3000g other than a number.
The idea behind removing Nadia makes sense, as it puts more economy on the players. Unfortunately the game needs a working economy before a transition to an player run economy can effectively be made. All I see getting rid of Nadia did was get rid of the market for hunters to undercut Nadia (As in, players had a choice to pay Nadia's high prices or get a hunter to do it for cheaper).
Devs: An entirely player-run economy can work but it can't simply happen by getting rid of almost all NPC based economy up front.
Eve Online is an example I can bring up for an economy sustained entirely by the players - From the point where the game launched until atleast a year after launch the economy was almost entirely NPC run. Players had reason to work for money, because stuff was there to buy. However, Builders found their place in the economy by being able to undercut the NPC prices by a fairly large amount. And Miners found their place in the economy by being able to make more money selling to the builders than to NPCs.
Eventually, and gradually, the NPC side of the economy went away and the economy was taken over entirely by the players.
Unfortunately, I don't see Istaria having enough players to fully accomplish this, but I can see it being done to a fair extent. However, I don't see it being done by putting the economy entirely on the players first. There needs to be a strong NPC run economy first. Which is why I think getting rid of Nadia was a step in the wrong direction.
Nadia gave players a reason to want to turn to a hunter, because they could get their comps for lower prices. The problem I see was with hunters not having anything to use that money for, and thus no reason to do that work. Now there's way more need for hunters, but there was no change to having any use for the money gained. So the economy is worse off.
I have a suggestion that could likely help the whole situation, though I don't think you would like it. :P
Bring NPCs in that will sell just about everything that players can make and put them next to the consigners. (Spells, construction materials, crafting materials, enchanting comps, etc. of all tiers) this will give players reason to make money, because they'll have a lot to spend it on. Ofcourse, now you have the problem of why people would bother crafting any of it to sell. Well, like with Nadia, you'll want to make the prices rather high so that players will see that it could be -them- making money and not the NPC by undercutting the NPC.
This will be the beginning of your economy, and as you go you could build on the economy -With- the NPCs. For example: NPCs could sell crafted, unteched spells. If you could make already crafted (and scribed) spells techable, that would give players a unique market for offering people teched spells that had already bought from the NPC.
It's far from perfect, more would have to be expanded on, but I feel that players need NPCs to 'compete' with, and NPCs to use their hard earned money to buy stuff from.