Well, I understand what you're saying, but I disagree.
As for stats, resources that change directly into stats doesn't sound very good to me, not only because there's already a well-established system in place for getting stats, but also because...why have more stats? I'd rather have stats have some other role and not just increase to infinity.
Creatures are a big part of what is called 'MD economy', but think about it. Up until recently, their age was reset (partially) on transfer, not to mention the level, which tells you they are not simple trade commodities. They are things (for lack of a better word) to nurture, and the effort put by another player cannot be traded, can it? The time spent, the battles won - something like that has no value (it's invaluable). Same thing with resources stacking up in an absurd manner; once again, the idea behind it is about enforcing the reality of a resource, which is more important than 'the economy'.
Sure, this really makes MD economy a bad one, but I'd rather have these ideas survive and find alternative means than simply go emulate...what you see around us.
This is why I said 'no change' when Mur asked whether we should change the resource stack policy or not, and this is why I'd like to see introduced some principles/new ideas about trade rather than stimulate consumption. As if that's going to make use happy - let's consume more, deplete more resources and run after those coins like there's nothing else to live for! I don't think an increased trade for the sake of an increased trade and the glory of a 3% raise in economic growth is something worth chasing for.
So just to make this post longer, I'm going to say players will trade the way they have regardless, creatures, resources or items; that WILL be the economy, and it will be self-regulating (if no weapons are involved) just as it is irl (when no weapons are involved). That's not something to improve or change; my idea was about introducing risk into the whole business, and that can be done differently, I only suggested something that sounded cool to me (I rarely get to see a guillotine in a game). Trade is risky business, and it's important to teach that to people, maybe they'll open their eyes and think more carefully about how much money they want and how far they want to go for it.
This would, of course, impact the MD economy surely, but my main aim is introducing risk.