Sorry to say this, but the recent changes do nothing to help the economic issues.
1> Credit sinks to quick travel: all this does is tax new players, and basically deletes all the credits they just looted. It does absolutely nothing to all of us who have been playing the game for awhile, who can sell 1 "cheapo" item on the auction house and get 20m credits. You really should just remove those fees, because all it does it wears down new players. Bad move. Especially when you want more new players.
2> Want to make veteran players spend credits? Give them something to buy that they actually want!
Add vendors to sell account-bound color dyes, and other consumables
Add more character and account unlocks that can be purchased with credits
Add some type of credit gambling, where rewards can be account-bound items
(edit added:) Add a way for veteran players to pay more credits to make class stories give even more XP (so we can skip planet stories we saw 6x, and focus solely on just class quests while leveling.)
(edit added:) Stop giving so many free XP potions, and put them on a vendor for veterans to buy (account-bound.) Veterans will pay for them. You give too many for free, I have 10 free potions already at level 40, and I've been consuming them nonstop while leveling.
The main point here, is that more credits need to flow into the game, not the auction house. And I'm not saying to reduce the amount of items sold on the auction house. There needs to be more credits spent on useful account/character-bound things in the game.
By having too many of the "good" things listed on the cartel market, you let the credit economy get like this. Credits are controlled almost entirely by the auction house. There needs to be more vendors/services available to buy account-bound stuff for players. And you really wouldn't lose much.. because every item (good items, like black color dyes, etc.) on a vendor that costs more than 1m credits, means someone had to buy a subscription to spend them. đź’ˇ The light bulb just went on, eh?