Hi,
As i play SWG a long time ago, i really appreciate their town/politics mechanics, and it's something NQ could inspire of, and not only this part, they are a lot of "civilians/social" cool gameplay mechanics in this old game.( specially pre-NCU )
Anyway, i would propose some "simple" ( dev team will hate me until armageddon ) first mechanics related to market and urbanism we can inspire from swg :
in swg to open a shop , you have a personnal construct terminal attach to your home and you manage the right for all/guilds/individuals to enter and have trade and acess to a limited part of your home, actually you could partially manage it by rdms so we have the core entry, we only need an item ingame which is already planified i guess, and act as personnal ( and also maybe local ) market.
It could be, in my mind, a good idea to have the possibility to define "zone" inside our actual build zone of core and give access related to the policy, inside the building mode, and with different color we could define precisely this zone and use the same mechanics than actual selection tool but with no voxel.
Zone defined with large core could lead this way for example in definition of "highway in a city", residential zone, trade market, entertainement and so on.
with policy to org/individual by rdms and could also be use to define tax or whateveer economics as owner of the core we could define and use freely.
in this idea no need to make something restrictive against open pvp vision, it defines only things we can build and city building, despite my optimism i dont believe city with activities will emerge only based on player/orgs good will and without some sort of urban ingame mechanics to sustain it, but time will give us the answer ....
sorry for my english and if something is not clear please be comprehensive, after all i'm just a frog !