The hard part about designing a game to have a real economy is that it permeates everything about the game. I mean, let's just backtrack it just a little, and you'll see what I mean.
You want crafters to matter. That means that loot can't be dominant over crafted items.
That means that killing monsters can't be the core activity of the game, it needs to support multiple pillars.
This blows up all your spawning system plans from the norm.
That means that your economy needs to support more than a simple faucet of goods and drains of resources.
That means you need decay or damage of some sort.
And potentially a different sort of banking system, potentially insurance, potentially repair...
That means you need item turnover, which means the death system needs to take that into account in terms of looting.
That means the combat system needs to take THAT into account.
That means the advancement system needs to account for the death system being unusual.
It also means the implications of things like soulbinding, level restricted gear, etc, all change.
If you're going to make the crafters matter this way, you need to design the maps around crafting.
Unless you want resource spawn camping, you need a different method for resource spawning.
If you're doing that, you may need entire skill trees, professions or classes built around harvesting.
If you're going to have a data rich environment like that, you may need a different database structure from the typical one for static worlds.
If you're doing a different database structure, are you enabling unique items?
If you are doing a rich environment, you have different kinds of data to hook AI onto.
You get the idea. Basically, it's a lot easier to decide to do this sort of an economic game, and then design everything else on top of it, than it is to try to glue or cgraft one into a traditional quest-and-level sort of approach. It has lots of implications about stuff like item turnover, crafter importance, what your loot tables look like, etc, and it completely changes stuff all the way down the basic data structures of the game.