Blueprints:
Designing Blueprints is a critical part in the economy. At one side it is not logically that a blueprint will be vanished once the item is crafted, on the other side we can argument that a copy of a BP is more licence to use the original BP x-times. The creator of the BP may use it unlimited but cannot copy the BP unlimited, the number of copy shall depend on his skills.
A stable economy need a lot of players and a lot of specialization. Is it too easy for everybody to build everything then no one has to trade. Building items should not be that easy too. Is the market flooded with to many items, then crafter cannot build them with profit, then miner can't sell their materials with profit and wars become to cheap because ships are too easy to get.
A simple way could be time: crafting needs time, the preparation of material needs time, etc. It should not get boring ofc, but there should be a difference between better and weaker tiers. Having better skills leads to better crafting results or higher item-quality or better crafting stations (fabrics?, programmable robots?)
I have seen it in different MMOs that getting up a vital economy is the one of the hardest part for the developers.