Game economics is a delicate balance. Obviously, you don’t want to change anything too drastically too quickly, because you run the risk of upsetting a lot of players. Similarly if you make too many large changes, because that would cause massive variance on currency value in the interim between each change.
What we do know, though, is that the current economy is ripe for hyperinflation; the only existing money sinks are the few quests where dram is needed, the few shops where you can buy basic pets or treats for dram, and the repair bill.
For the repair bill to be a more effective sink, durability would have to suffer in-dungeon. This, unfortunately, would absolutely require that there be quicker methods of obtaining a repair than porting home and walking all the way back to the raid/dungeon. Perhaps portable repair shops? Or stations outside of major dungeons? Or purchasable items that allow you to repair on the fly?
The quest sinks already kinda feel a little forced and scammy, even though some of them are as little as 20-30 dram. Unfortunately, they won’t really work as an effective sink because there’s a limited quantity of quests and each one is only used once; end-level players, who have the most money, won’t be impacted by changes here, except for newer quests. And I’m certain that people will be upset by raising the value sunk per quest. Especially when there’s no other option, as I’ve seen in a couple quests.
The shops are very ineffective as a sink: for pets, you can basically only get a small variety of basic ones from the Zoo store, while you can purchase the colors and sizes people want from players. This means less money is sunk because people will save for the variety. Add to this that you can purchase a player-generated dragon already containing a “special” (and thus pick which special is applied), and you remove the impetus to purchase the random-special treats from the Zoo store. I understand it’s a special part of this latest stretch to include the world pet treats, but that entirely removes the requirement for pet treat purchases from the store. Pretty much all other store purchases are tokened, which is a separate system aside from the inflating dram (for the most part, though the crystals you can get from deconstruction end up back in the cycle)
Basically, we’re running on a very primed economy with extremely limited sinks.