Neither feathers nor selling Rog's to other players GENERATE gold for the economy and that's a huge issue in the long run because there are some fixed costs that can not be reduced like armorcrafting, weaponcrafting and alchemy. Every time a chain wearer buys a spellcrafted set at least 4p get deleted from the game in the form of mats, much more if it includes MP pieces with a small profit going to the respective crafters.
With the dramatically increased leveling speed people are just not making enough gold during the leveling process and end up having to farm at 50, something that is really limiting, boring and unfortunate.
I personally craft(ed) for fun and profits, mostly profits. If my customers don't have any gold to spend above the bare minimum over the crafting cost then i'll just not waste my time doing it. Inflation really is the least of the problems because having too much gold in DAoC is not immediately going to ruin anything. No resources are finite, markets can barely be cornered because it's so easy to just find another crafter or level one yourself and every account can only purchase one housing plot.
What's the solution? Bring back a more SI-like gold progression. Players should have AT LEAST 3p when reaching 50 and only need to do the bare minimum of farming to get geared. This does not mean the-best-SC-ever-geared. In order to allow solo players to farm efficiently (something that was done a lot in SI) and let leveling players earn more gold the salvage and sell values of all rog's should be at least tripled.
There will always be some sort of equilibrium between gold/hour that can be farmed and gold/feathers, this should be of very little concern to most players and they should choose whatever activity suits them best at the time but once again, there are fixed costs from crafting that need to be considered first when nerfing farming opportunities.