Pamphylian
Explorer
I admit to liking a bit of domain play and proper war gaming in D&D sometimes but I think I basically agree with this. But I don't see big ticket items as antithetical to high adventure, but complementary. The intent is not for players to be pouring over spreadsheets, but rather to be thinking large scale about how they can solve problems and affect the world.This is where we have philosophical difference. For me, D&D is a game of high adventure. We're kicking down doors, fighting vicious beasts, battling evil wizards, winning the <ahem> "hearts" of beautiful NPCs, plundering the treasures of lost civilizations, etc., etc. We're not poring over ledgers managing estates, handling payroll for our staff, engaging in tedious research, etc., etc. We might establish shrines and temples, bribe politicians, and certainly live large, but these things are accomplished by adventuring.
Having big things to spend money on provides a language and scale for material constraints, and also a flexible and transparent way to dissolve many of them - there are lots of different ways to acquire treasure and therefore achieve a certain goal. Critically, treasure isn't a universal solvent (many monsters and forces in the world care little for it), but it's a way of gating qualitative changes in gameplay in a more flexible (and satisfying imo) way than plot or level - one that I hope encourages player agency. Once you have a ship, you can go on quite different adventures and achieve quite a bit more than without one - but you got to find a way to get a ship. In general, I want players thinking something like Conan the Barbarian, who comes to lead armies and kingdoms, but still goes on adventures, and I doubt is ever crunching numbers.