The first problem I noticed with Albion Online is that the game is based off of tiers, yes the gawd awful vertical progression in a sandbox game. Why is the tier system a problem? Simple, teir systems don't work well in most MMORPG economies. The problem is at some point the majority of the players will surpass the early-mid level tiers thus weakening the overall economy.
The lower tier items won't have any demand as the player population will seek the higher tier items, which will cause crafters to focus on higher tier items. Of course, this will lead to an over supply of high tier items in the market that causes prices to crash. We've seen this many times in tiered progression MMOs, especially in themepark mmos.
The second problem I found with Albion Online is the value of silver as currency. Many players complained that mobs did not provide enough silver. However, I don't see this as the main issue, the issue I saw was that silver had too little value. Just about all activities; from farming, crafting, refining, repairing, traveling, and etc requires a lot of silver.
Due to the high fees, taxes (or costs), the value of silver was worth very little. In other words, to use real life for an example, if the average person made $10,000 a month but a month's supply of groceries cost them $3,000 and rent cost them $6,000 a month. Many people wouldn't cry that they don't make enough money, but instead the value of the money they receive is worth very little since the price of everything is relatively expensive.
Another example, if I made $1,000 a month but rent was $75 and a month's supply of groceries was $25, then the money I receive will be very valuable as it can easily pay for my standard of living.
Now for the biggest factor (at least for me anyway)... Free to play. I may be biased but I cringe at the sound of free to play MMORPGs. Especially in one where pvp, full loot, and guild territories are allowed. I feel uncomfortable with free to play because they often turn out to be... very grindy. I mean lets face it the developers have to make their money some way and the best way to do this is by making the game very grindy or limited in access.
I have a feeling that Albion Online can turn into one of those grindy games that may cause players to buy gold to circumvent the grind. Personally, I don't care if players decide buy gold from the devs, I am actually more concerned with the design of the game being focused around gold purchases. Quite frankly, I would feel more secure if the game was aiming for a subscription fee. At least this way I could be comfortable knowing that the game design won't focus on massive time and silver sinks.
But to leave this on a good note, if there's one sandbox game I will be checking, testing, and giving my feedback on, it's Albion Online. Like I said, I enjoy the overall premise of the game (come on it's a sandbox game for once) and since it's still early alpha, the devs could certainly turn things around, or at least make things much better than they currently were in this winter alpha. Plus they seem to be very active and interested in player feedback. And as a result I do have great faith in them.