I agree with what some other commenters have said. Too many different currencies are a big part of the problem. The majority of the credits I make don't come from regular gameplay. They come from selling OEM and RPM crafting materials, which I only buy in the first place because I'm constantly maxed out on tech fragments I can't otherwise spend for anything useful. If those items were purchasable for credits instead, that would be 160 million credits removed from the game entirely instead of passed into my hands, and that's just one example. Jawa scrap is another. Take away jawa scrap, and make crafting materials purchasable for credits at an equivalent rate. Crafting materials are consumable and need to be replaced. There's a consistent credit sink for crafters that feels like a convenience instead of a punishment.
Others have suggested making cartel decorations and dyes unlockable in collections for credits, similar to the current guild donation system. Make them personally bound, like other cartel unlocks, so that they can't be exploited for resale.
Apply the GTN sale price cap and tax to player-to-player trades. Make it impossible for people to evade those limitations.
I feel like there are a lot of other better options for tackling the problem of inflation that haven't been considered fully in favour of changes that are likely to significantly hurt the experience of new and casual players, and will ultimately do nothing to curb gold selling and exploitive prospecting.