EvE and Runescape are the only other MMOs that I have had considerable experience with and both had, IMO, pretty good crafting and, in EvE's case a remarkable virtual economy. So I'm a little different than a lot of the SWOR players in that I never played wow, EQ , SWG. The key to the economies in Eve and RS were that the goods were in demand because they were consumed with use, degraded over time, or lost upon death. Losing a fully rigged Tengo doing wormholes cost you millions to replace (with player and npc manufactered items) and in RS you could lose all your kit upon death. In SWTOR Biochem seem to be the only real viable end game crafting because the product will be in demand (unless you have biochem as a crew skill you'll be using single does stims). The other crafting skills dont seem to have viable end game products to sell. I dont know what game mechanic would improve the situation but I think rather than nerf biochem, you bring the other crew skills up so that they have a place in the economy. Some possiblities for player consumables might be mods that are lost upon death or degrade over time (and not repairable), consumable teleportation devices to help grouping (could be for cybertech which is otherwise pretty useless), or limited use WMDs or shields purchased once a day and usable within 24 hours. I really want to love SWTOR but am worried about the lack of sustainable virtual economy.