I dont think the DM vendor solution is viable however, since there is always a massive difference in DM activity say in the european "main" hours and the American main "hours", I can imagine people outside of these two regions see even less.
That would again catter to specific crowds, or like the quest experience topic debate indicates, be really unfavorable for those players that can only invest up to half an hour a day, at max.
I do like the idea about a crafting system and I do like the idea that it should be a massive gold requirement to apply it, but I also think the material component element is key, I know that it wont make gold the primary currency but it will go a long way.
What I dont agree to is just opening up for crafting of practically any item within the servers limitations. I think its an essential part in these kind of games that grand adventures and fighting some horrific dragon in its lair, should be more rewarding than crafting. And the implementation of a crafting system such as the one suggested above, will not change the distribution of wealth amongst the players. In fact I suspect Karond will kill said NPC, put on a wig and take over his buisness
Jokes aside, I dont know what the proper solution is, or if one is needed in honesty. I just think the crafting system could be very interesting, I just dont think it should give access to crafting the very best the module has to offer. But id really like to see more vendors with specialized goods such as the one in the gate district has, in average every character can use an item from his stall and rarely ever can anyone use two of them (in longer terms) so I think its a good balanced and variable stock, id love to see more of that kind.