How exactly could the player effect the economy in any way?

It's SE that made Philos drop like candy, making it extremely easy to gear up in iLvl70.
It's the gilsink houses that SE designed that have left people resistant to the idea of parting with their money to save time.
It's linear progression of item level that has left acquiring your relic weapon an extremely easy process, and Extreme Primals only slightly harder, meaning anyone with working fingers can get a free top tier weapon.
It's Crystal Tower handing out iLvl80 and 90 gear that overshadows anything crafter can make, which also impacts every other material and DoL leading up to it.
And on and on.

I'm not saying all of those weren't positive changes for the game itself, but don't say that SE can't or won't step in to "fix" the economy, because they've been messing with it since the first patch hit, and if 2.2 only allows crafters to make iLvl90 gear when the new hotness is iLvl110 or whatever, nothing will change.