Was this posted in the right topic? This doesn't seem to solidify any position on your changes stated in the OP, but runs completely counter to them. I mean, this all reads good, and sounds good, of course; but this isn't necessarily the path you have taken. If your design philosophy is "high risk = high reward" or "skill over grind", then why was the economy dumbed downed to a currency system with an artificial floor? Does trading and finding competitive advantage based on the skills you decide to focus on or the materials you decide to gather or produce and being able to judge the fluctuations of a barter economy not equate to high reward or higher skill? It's not a hard system at the base level, yet those who excel at mastering a floorless, fluid economy reaps the benefits.
What about setting grinding spots for materials and mobs within the safety of your eternal kingdoms by placing spawners? Does this philosophy fall in line with high risk equates high reward? That's the most recent design change and seems to cater towards the more casual spectrum and doesn't fall inline with #1 or #2.
Those are just two examples from the OP, the rest seems to have been corrected by others in this thread, yet your response is little more than a wave of the hand. It seems like everything said by yourself, GW, and Pann are just justifications for design changes against what was originally stated at the beginning of 2015 because of being stubborn. It finally took several months of testing to finally say you were wrong. I get it, design changes happen, but it definitely seems like the direction is the same and maybe a different approach is needed...instead of padding numbers on the front page and acting like the community has been running just fine.