A persistent buggaboo in MMOs, especially CoX, is the inflation of the economy. From my perspective, the fundamental cause of this is that there is rarely a point of degrading returns that eventually turns statistically negative to the average player.
CoX had many problems with the economic system that included a lack of stuff to buy, infinite currency injected into the system via Mission and Street-Sweeping, and no real currency sinks that simulate the characters reintroducing that currency to the "NPC" economy.
Older MMORPGs addressed this by allowing your character's items to be looted by other players after death. EvE Online in particular achieves market balance through similar predatory behaviors that incentivize targeting "expensive" fits and ships.
While CoT is probably not going to incentivize this sort of player-on-player predation, I do think that the causes of this behavior and its effects can be used to help CoT stabilize its economy.
I will attempt to abstract my assessment of this economic equilibrium:
1) Weaker items are cheaper (potentially up to Free) to keep and maintain (either through repair or replenishment)
2) Better items draw exponentially more from the player to maintain (either through repair or replenishment).
3) The best items in the game are too expensive for the player to maintain perpetually in every item slot.
4) As there is a point where additional power becomes non-profitable to maintain, the player (and community in general) will determine an acceptable point of equilibrium where profit and power are at the appropriate relationship.
In EvE Online, this was generally achieved through the available ships and fits that players could swap between, and most ships did not utilize the top-tier items (officer mods) because these items were too expensive to risk, as they were likely to be lost if the player was killed. The typically accepted equilibrium point for most players and ships was "Meta-level 5" modules.
In the context of CoT, which is likely to be primarily Cooperative and not have the harsh death penalties as EvE, including these sorts of mechanics is more difficult, and this proposal is more of a demonstration of concept rather than especially thorough, but here goes nothing:
1) Along with the XP-Debt penalty seen in CoH, include item damage if they "recall" rather than be raised.
2) Item damage does not affect the item until it is at 0% (I really dislike the idea of making something more difficult for a player because they failed, even if failure should sting a bit)
3) Repair costs increase exponentially with the power/value of the augment/refinement. It is very important that the increase in cost past a certain point is very disproportionate to the increase in power.
4) Players have the option of trading out Augment/Refinement sets (these would still be bound to the base "slotting" of the character, rather than being full rebuilds) more-or-less At Will (probably require them to visit their Lair or some sort of fixed location station)
5) There is a relatively basic and common "main tier" (IE: SOs) that is practically guaranteed to allow a player to maintain positive income and the necessary power to operate at their level.
6) The absolute top-tier items have only marginal benefits over the "Main tier" relative to their cost, as these items should be judiciously selected rather than broadly applied.
Sic Semper Tyrannis