I think a simple supply and demand curve economy should be utilized, the shop keepers should only have very basic items in stock, and a decent amount of caps replenished every cycle of xxx hours. If item stock on hand is low then they will pay (relatively compared to base price) high for new item from player. If item stock on hand is high then they will pay progressively lower (to not even buying the item) from player. This is called demand side economics, its not that hard now is it? Merchants would be "local" so enterprising individuals could go to other towns to pick up shipments of low priced guns (idk, gunnrunners comes to mind) and make a tidy profit by delivering them to SF just as an example. Why would gunnrunners have low cost weapons, because players are apt to produce guns right there and sell them therefore driving down the price of guns in that locale. I think this would propagate a useful relationship between mining, crafting and bartering. As all three now seem to only exist in ancillary roles. Also I think only 100/100 items should even be on merchants, none of this shitty broken down farmed equipment.... I know I don't go to the store looking for a leather jacket 19%/39% so why would any merchant buy one from you? Or have broken shit in his store to sell to you? 100/100, make crafting somewhat useful and profitable.