RageQuitKetchup, you have summed up my vision quite well I think
I am a firm believer in going fully-dynamic to the extent that it is possible. To what extent will it be possible? Naturally, this remains to be seen. But from my perspective, I don't see any logical barrier in implementing the dynamic economy. Will it take untold hours of simulation, observation, tweaking, and balancing? You bet. But in the end, will it be worth it when you see that your blockade of a system is actually indeed running up the prices on the planets therein, creating an opportunity for you to profit? Yes, I think it will be worth it.
The good news is, I have a contingency plan. The idea of what amounts to an "unstable equilibrium" has been discussed a bit here, meaning that the economy, as a dynamical system, would tend towards instability. This is an interesting claim, and completely non-obvious to me, because I am not an economist. I was hoping that the system would end up as a stabilizing one, in which deviations are automatically brought into balance by the dynamism. But again, it's not at all clear to me a priori whether the economy that we're describing is inherently stable or unstable...and I'm not sure how we could tell without just implementing it.
But here's the key: there's always a way to bring an unstable system into balance, it just requires what you might think of as a spring or drag force, i.e., something that opposes the radical motion of an unstable system. How could we do this in the game? Easy. Random events. Hear me out, because I think we could do this in a very natural, believable way, contrary to the "magical sources/sinks" that people have been talking about in X.
Imagine that a certain type of food is becoming dangerously scarce in Region X for whatever reason. You might be concerned that this instability could set of a chain of problems, and that the system will never recover from the underlying issue, perhaps because various factors in the region have conspired and resulted in the production of food in the region coming in way below the demand. Indeed, it could be a bad situation. But we can easily solve it: the engine recognizes the instability, and smooths it by giving Planet Y, situated in Region X, a "record growing season," and large amounts of the food are produced by Planet Y. The system slowly comes back into balance.
Is it a hack? Yes. It's a temporary source, and we could do the same to create a temporary sink if the balance swings too far in the other direction. But it's a tasteful
hack. The player would see this panning out as an actual event in-game, i.e., news bulletins would be reporting the news of a record growing season, which would explain the source. Sure, the extremely observant player might recognize the improbability...but of course, they would never be able to prove that something has been tampered with
Naturally, this sort of hack is a last resort in the event that the system does
turn out to be unstable. The point is, even if the economy turns out to be unstable, I believe that we can find tasteful ways to produce stability!