Unless the economy is player driven, in which case inflation causes currency to be worthless in the amounts that you can "easily" find it.
Everything is worth what its purchaser will pay for it.
Back in the day RMT made most of it's Gil farming or selling random crap to NPCs. They farmed **** that, a normal player would be more hesitant to do themselves, with bots and a lot more man power. It's a job for them and a game for the rest of us.
The idea of a player driven economy has never existed because of these items that most normal players would rarely get themselves. I'm talking consumables here. NM drops is just another part of it.
Think Tree Cuttings, Manticore Hair and Hides or items you get from HELM. Most of these things are a pain in the *** to come by.
If ten people kill the same mob and only one gets items on top of long spawn times chances are those items are gonna be worth more than they should be. Then you have a hoard of characters that are on 24/7 and probably bots reaping the rewards.
In other games most consumables are easy to come by. People farm them and sell them, the currency rotates from player to player. RMT are not players.
They were trying to keep the market from becoming saturated with that particular item. As for it not making sense, that's debatable. I'd imagine there are few pieces of usable hides left on a monster after a party of 6 has spent the last minute slicing it up and setting it on fire.
The question is why? It's a monster and it should
have skin, bones and meat. Also it doesn't make sense. I get more skins killing small little rabbits outside of town than I do killing a massive beast. If anything the bigger one should drop more things right?
Point of all this rambling is simple, it's Squares design, RMT just exploit it. If you don't want RMT then make the items more accessible so that the common player can either farm them or sell them to the person that needs them. Drop rates shouldn't vary so **** much.