But you know, the best way to establish a player market is to keep fees and taxes to a minimum. Yes, their needs to be a mechanism that removes money from the game to combat inflation, this is true. However, high fees and high taxes can be very harsh to gamers. Also there are other ways to remove money from the game as well. Chances are in a real player economy players tend to hold on to an excess of money, only to use it when they need to.
Especially in games like Eve Online, many players hold millions or billions of isk and mainly use it when they need to purchase items or ships from the market. The extra isk is used as a reserve to purchase back up ships and goods. So long as players don't spend their money the moment they earn it, inflation will remain tamed.
Though, I cannot forget, for a game to have a very successful economy the game must be a sandbox game (well for the most part). At least the MMO should allow players have the freedom to play as they wish. I found that sandbox games tend to have much better player economy's than the themepark. However, it's not to say that all themepark's have terrible economies, that's far from the truth. But the sandbox tend to have better success and a much more enjoyable player market.
Perhaps this is due to the horizontal progression, where players do not have to strive on getting the best gear. Instead players can focus on other activities such as pvp, crafting, gathering, housing, and various forms of pve. This is ultimately what a sandbox is, free roam and free choice. Instead of playing for gear, you're actually playing for goals.