I could be less of an ***, but I really see no reason to be- especially when the original post is an even more inane derivative of the "Levitate the Pentagon" plan from the 1960's.
The reason for inflation in the game is that there is no way to take money out of the economy; it is always added in. In the United States, the Federal Reserve controls the total amount of money produced in the United States to offset the amount that is destroyed, either because of updates to the dollar bill design or just plain wear and tear. This keeps the amount of money in the economy stable, and hence helps to prevent massive inflation. Of course, because the Federal Reserve has no control over other countries economies, this wouldn't stop, say, a massive devaluation of the Dollar compared to the Euro if the United States economy crashed and the European Union's economy soared.
What Everquest 2 needs is the rough equivilent of the Federal Reserve- or, more accurately, a way to limit the amount of money that is introduced into the economy beyond a certain amount. Money sinks are good ways to do this, but players dislike money sinks that are not optional in general; for example, people don't like having to pay Menders money, but that is one money sink in the game that theoreticially slows down the influx of currency into the game. So, what could they impliment as an effective money sink?
Usually, player-driven events with rewards are the best methods to impliment. Take an example from Kingdom of Loathing, a free online web-based game that I play (It's fun, by the way. Check it out sometime- [url=www.kingdomofloathing.com]It's a parody of traditional RPGs[/url]). The admins implimented a short-term event where players can take out NPC-driven 'hits' on other players, that give temporary stat reductions as well as minor permanent stat loss at the very expensive end of the scale (Hits cost between $10,000 to $100,000 ingame.) Players can also buy hit protection for $5,000 that will insulate them from a hit. While you'd need to put in protections for lower level players if you implimented this in EQ2 (i.e. can't attack anyone under level X, and after that only one attack per week for every ten levels after X), a NPC-driven way to go after people that drained money from the economy both for buying protection and for taking out hits would work quite well.
Well, maybe it wouldn't work very well in EQ2, but the general idea is sound. The Casino in EQ worked quite well for a while, although I'm not sure that's the best solution for EQ2.