AbdulAlhazred
Legend
I think the "Crafting System" and "Stronghold rules" touch upon one of the conclusions I've come to playing 4e (After having played 5e): Gold (As the regular currency in the setting) needs to be separate from the fungible currency players use for choosing their power progression. For my revision I've made Residuum the "Advancement currency", made it unusable for rituals besides Create Magic Item. Other ritual components are bought with gold. Gold I hand out with whatever logic the world uses, and helps define their out of combat place in the world, such as acquiring land and noble status.
I'm not sure its really an issue as long as you go entirely into a story-driven kind of mode of play. The issue arises when you have a sort of dichotomous play where half the time you're building a story and half the time you're trying to play simulationist mode. If its just all about plots and agendas and whatnot, then it doesn't really matter what kind of money you do or do not have. In fact what's better than the player being able to establish her agenda by mere use of cash? Its very straightforward. So for example the player chooses to engage in some adventuring that is likely to be monetarily remunerative instead of say saving the town. Now they're rich, because they wanted to build their own castle and they needed money. OK, now they can build the castle! And if they decided instead to buy some fabulous +N magic item? OK, they made a choice, no castle!
What happens next? Well, bad deeds always come back to bite you and there's that destroyed town that's on your books, so I'm figuring the GM is going to have plenty of material to hang the NEXT adventure on!
The problem is if you want to try to consider some sort of economic and political 'system' or something. Well, now maybe your stuck with how things go in that, and where is it building your story? If the characters get a bunch of money, now you have to deal with it in the context of that system, and presumably GM fiat is not so welcome here. I kind of like the Oriental Adventures concept of moving this kind of campaign more firmly into the realm of families, clans, honor, large-scale events, etc. Only personally I'd have the players derive all of the details of their backgrounds as they see fit instead of using a whole lot of random rolls (they can always roll if they want). Then have a whole list of event ideas that the GM can pull out whenever it makes sense, or that the players can even trigger.