1. Add any missing comps to the game and increase the drop rate on hard to get ones like Zombie Ogre Toes.
2. Remove the Vielo including Nadia. Move all forms and techs to the trainers.
3. Have all weapons, tools, and armor eventually need repair, without affecting it's teching.
4. Make it impossible to farm the PB for unlimited cash. Simply put a cap on what you can make per day on the PB, regardless of what you sell or your level.
Number 1. takes care of the worries about a vibrant comp market. And give the adventures the opportunity to be a part of the economy, supplying comps to crafters.
Number 2. takes us back the the exact same way we worked Beginner and Journeyman.
Number 3. would be better than the blighted stuff that most won't use. But it also lets the crafters have repeat business. If the weapon/tool/armor is teched, the wear does not affect the tech, just the usefulness of the item. So, as an example, after a months use in game time, the 42-85 slash sword drops back a tier and is now 32-65. One quick trip to the weapon smith and its good as new. And all the weapon smith needs is bars and orbs and the skills to "repair" the weapon.
Number 4. is the important one. This way we can still use them to offload junk we don't want, and lower level players can get needed cash to continue to take care of their needs. When we started playing the game, the idea was that the PB was to help us have funds for porting and to help those starting out. I fully believe the Devs never had in mind what we see today. As an example I can make 1 gold every 5 hours gathering geostone clay and making cooking sheets, and selling to the T5 PB in our guild community.
Now, lets suppose that I was limited to making only 100s off a PB per 24 hour period? Now this take me 10 days to make a gold off the PB. If the economy turns around, and we can make cash in other ways, It might just be faster to make funds actually crafting for others.