@Munch First, stop with the attitude and personal insults. Insulting me doesn't make you right. As for whether or not I am ignorant on the subject, I literally have a degree in game design and game development is my day job . So, no, I don't believe that I am ignorant on the topic. You don't have to agree with me. I could honestly care less whether you do or not. This comment was for the developers. That said...
In one of the last dev videos he essentially made a case for PVE w/o PVP, PVP light, and Full PVP. It's not so cut and dry as your 'pvp solves everything' idea. That's naïve in the extreme. You farmed for three days. Congratulations! How long will that last? Player have to hunt to mobs to reach the top end of the PVP game, simply by virtue of the way skills are acquired. Every one of those mobs will be dropping multiple items every single time they are killed, whether by you or someone else. The fact that it takes you, individually, some time to find the item you want doesn't matter in the slightest, because the items are still being generated constantly. If an item has a 1% drop rate, it will drop 1% of the time. That doesn't mean it will drop for YOU, but it will drop 1% of the time. If there is as much competition for mobs on higher population servers as you suggest, that means that the mobs are being killed constantly, with every kill spawning more objects into the game....constantly. Without knowing exact mob counts, drop rates, etc, it is not possible to calculate how many objects, but they won't be that scarce. It will be next to impossible for players to consistently maintain a sufficient drain, even on rare resources, to prevent the kind of economic inflation that occurs.
More to the point, your calculations appear to be missing a lot of variables. For starters, if you have a full server population all resources will flow into the system far, far faster than they currently do. Depending on server balance, if the distribution is split, to give you the benefit of the doubt, 20/30/50|good/neutral/evil | no pvp/pvp light/full pvp, capped at a solid 60 per city, and 32 cities. If those 60 people hunted low level bandits for 2 hours, pulling 4k each, that would add 240k*32 = 7.68m Gold pumping into the game's economy daily. In all likelihood it will be at least double that, if not more, although it will likely follow a Pereto distribution instead of being gained equally among all players, and it doesn't matter how that gold gets shuffled around unless it gets removed from the game. And that 120k gold you spent...where did it go? Taxes? To the auction house? Just how exactly did it get REMOVED from the game?
If they each filled up just a single horse drawn cart with heavy goods, (603230) 57.6k objects being added into the game. Light objects are worse because they respawn faster and can be carried at much higher capacity. Mob drops are the worst, because they spawn quickly and drop multiple objects per mob, even at the lowest levels. Couple that with 16 hour processing times for leather and the like and limited availability of land to put processing facilities (because there will be trade-offs between types of facilities, public vs. private plots, etc) and what you will end up with is a glut of low tier items flooding the market. They simply will not be able to be processed and/or consumed at the rate that they flow into the game. And those numbers don't even assume that people are really playing that much. Your description of your guild actually supports this assertion, because you will have a full guild donating and pooling resources instead of spending those resources on their own plots, and no doubt your guild will be attempting to min/max production on those plots. But, at the end of the day, it wouldn't get rid of the problem because if your guild was full and active daily they would overflow your capacity for both processing and storage in short order. The only reason you haven't seen it yet is because of server wipes and limited playerbase.