Economy idea: money sinks
I realize that this is a long-term idea, the team has their hands full as it is and I don't expect that anything would be done about the economy of the game in the short or even medium-term.
I don't think that the problem of inflation can be solved on the input side (reducing access to cash by closing AoE farming areas and shutting down Ceres). The reason is that even at the reduced income rate cash is still flowing into the economy, long-term, faster than it flows out by far.
Titan's economy is alright for the moment, because apartment keys, vehicles and other expenses that it takes to set up a character are taking money out of the economy. The problem is once you are set up, you have nothing to spend that money on that takes it out of the economy, it just circulates and accumulates.
I had a few ideas: the faction stores are a good start, rather than Rhinos being constructed from some dropped parts you have to drop a good chunk of change.
But at the end of the day, the best items in the game are dropped or quest-rewarded, a top-end player has little to spend money on except perhaps a few more apartments to stash rare parts.
I have a few suggestions:
This game needs a money sink, Outpost fighting is a significant one, especially once turrets are allowed again.
Bring back Stock-X, only with a twist. Rather than allowing people to make money based on faction performance, allow us to spend our money to improve the performance of corporations (in some way).
One idea I had was a sort of provisions system. Unless the player base (as a whole) spends a certain amount of money the faction store remains closed, and without regular investment it closes after X number of items sold. This way epic-grade characters would have a place to pour NC.
Another idea was allowing people to donate NC to corporations for standings, this way you'd have people burning cash raising standings, not earning cash farming standings competing with newbies nuking aggie spawns or grinding research missions.
A third idea was to introduce prestige items that are functionally identical but have a slightly different appearance or name.
Prestige items and access to a special "villa" chat channel that cost millions to gain access to were how Kingdom of Loathing removed billions in exploit-gained items from the economy and it worked well enough they didn't have to resort to a server wipe even though the economy had hyperinflated several thousand times in a week.