So in reply to a thread on a completely different topic, one of my replies sparked this train of thought. While the reduction in gil value (10 gil will become 1 gil etc) was a nice way to temporarily reduce the shiny number people have in their banks, it does not improve the game economy in a long term. Along with this, expendable items (such as throwing weapons / ammunition) are being removed.
My point? There is currently only one end-game gil sink in the current version of the game, and it is small. That is the 50-100k~ class weapon items, purchased from the NPC and unobtainable anywhere else. Everything else can be generated by the game via farming, levequests, etc.
I believe for a healthier economy that there needs to be a bigger focus on this, come 2.0. There always has to be a way to generate gil from nothing, but in the reverse sense there has to be a way to remove it. Removing throwing weapons / ammo (that could have been used as NPC only items) probably doesn't improve the economy so much.
Before people will bring up the melding point - that is not a sink by any means, as the gil is coming from a game generated source (converting items to materia that is made from materials that are originally farmed/game generated, or simply buying from another player which is simply gil circulation). Blowing this up, also isn't a gil sink as all of these come from a game generated source.
So if we break that down very quickly, the only things people actually throw money at - are the hamlet items used for class weapons. Let's look at best case - the most hardcore player who builds 7 relics, double melds at an 18% chance (so approximately 1 in 5), you are only looking at 35x of these 50k items that is being removed from the game. That's 1.75 mil. That same hardcore player can make that in a couple (to be generous) of hours, farming from generated sources.
My point in all of this? As much as people won't like hearing it - there needs to be more gil sinks, where gil is removed from the system in some form.
One suggestion would be to have an NPC that sells the base level IV materia (say STR +16) at a reasonable price (competative with the market) or potentially removing the ability to aquire some commonly used items from game generated sources like farming/gathering. These are probably the simplest methods I can think of, as I am no economist but unless this happens the general rule of gil being generated but not removed will simply cause economic issues.
Could even have a bit of fun with it - some thief class mobs in previous FF's could "steal" gil. Perhaps make it percentage based (kind of like a tax really)..
Anyway tldr version: Need more gil sinks.