I hope that Intrepid just blows this sort of discussion out of the water by implementing such finely tuned Itemization goals (greatness is a function of goals here) that literally everything, all 30 pages of this, is moot and a general waste of all our time (relative to them getting anything useful from it).
Our hope here is completely the same.
EDIT: Also just to be snarky, this system exists in the game already, it's called 'money'.
How cheap do you think low-mid tier will become several months after release, considering that Intrepid plans to incorporate deconstruction and gear decay into the game? I'd assume there'll be at least some price growth just because everyone will have more money later on (unless the gold sinks are really finely tuned to stop that), and the price of that gear would grow too because, in theory, it wouldn't be too abundant.
So how exactly would a newbie easily afford some new gear to try and catch up to other players? Especially if we have a somewhat wider gear scaling.
And now that I think about it, my suggestion is a yet another gear sink, but one w/o removing the gear from the system completely. I think my love for L2's gear sinks just constantly shows itself in most of my design suggestions
Exactly as cheap as Intrepid's Economy Designer wants it to be.
Remember that there are people who spend literally all their time learning how to control the economic/play behaviours of massive numbers of people at a time. Sure, we note that there are exceptions and they're often bad (outside of MMOs where apparently it is the norm and they're REALLY bad), but those people aren't Intrepid.
But as noted, I was being snarky, the implication of my snark was probably 'shopping is the way to do this'.
I agree with and support the following concepts from your suggestion:
1. A player can convert dropped/crafted gear to gear that they intend to donate to their Social Org or Node.
2. That player gains rep or something substantial that they want other than raw $$, from this.
3. Other players can work for that gear or buy it from that Social Org or Node, and it will sit there until someone does.
Note that first aspect, because I play games with these systems too (it's not as useful in FFXI but you can donate gear to your nation and it does act as a sink when things start to get silly).
But it's intentionally not as useful in those games because as soon as you make it useful, someone games said system for their own benefit, that's why point #1 even has that 'convert dropped gear' part. You can't offer a benefit of real value to TopPlayerA for 'donating gear' and still also have them able to buy that gear to donate it.
I was even reluctant, after just the initial design iteration passes that happen in my head automatically (does this come off as bragging? I never know, it's not quite complaining... oh well) to add 'crafted' to that. The economic incentives and behaviours in this case would just get twisty SO fast. Players unable to find new gear to buy because a rich person who wants Social Org points just keeps buying it up and donating it, FORCING them to go through the 'tower'. Players running the tower to get the gear just so they can sell it back to the same sort of person who wants the points for cash and have it just be re-donated...
My 'internal alarms' rang about 3 more times but I don't have the wish to go investigate what I'm 'sensing'. Yes, these things are 'fixable', but 'fighting with the nature of your economic actors' never goes well. You almost always lose.