Sorry, what game economy are you talking about? There's no player-driven market in the game. There's no player-to-player credit transfers. There is NO in-game economy except the static model that's been there from the start, and that was always rather poor from a traders perspective (it made no sense to trade in anything but the most expensive of items, as the margins on those are always the highest).
So... how again does having a large amount of money change anything in the game? The only thing that changes is that people may be more careless with their ships and / or not worry so much when / if they get blown up and be able to get the new super-expensive ships.
Oh, and BTW, if these high-payout CGs are temporary to allow people to buy the new ships, once you're back to "old" CG payouts, then it might turn out the new ships are so massively expensive that even Sothis runs won't be able to finance them in any reasonable amount of time.
I think the person you're quoting wasn't talking about the game world's economy but the game's economy. As in, the reward system and the rate of progress, what incentives exist to do some things and avoid others. Like dying for example. Currently, dying is virtually free. There's very little incentive to not die in the bubble since you lose virtually no progress when that happens right now.
Another symptom is how long you spend in the starter ships. Back when I started, you'd easily spend a couple days in an Adder or Eagle, and then a couple weeks in a Viper or Cobra mk3. There was a logical path of progression there, and each ship upgrade would improve your ability to keep upgrading further.
Currently you can jump straight into a Cobra or Viper from a Sidewinder by bounty hunting for an hour in a RES or, as we've seen with the Morai CG and the crystals CG before that, go from a Cobra straight to a Conda.
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