If players aren't punished as much by the forced gear then they will experiment more and buy more equipment on their way to finding their preferred play style. With the last model we were forced to grind gear we didn't want to use and discouraged from experimentation.
There will be no seed cost inflation lol. There will be seed cost deflation (=lower seed prices in the auction house). 100% seed yield from crops + some seeds as loot from NPC kills means that the amount Albion Online Gold of seeds will go up and the need for it will drop to 0 seeds per player per day (and lower prices).
I would actually hope the had done it slightly differently. I would make sure that farmers who have levelled some decent skills would end up with 105% yield (for all seeds/ crops), while noob farmers still only have 80% seed yield or something like that. That way farming becomes a true profession, because it is only as profitable after levelling it. I do expect that new farmers will still have to pay decent amounts for levelling all the crops up, but after levelling the carrots they will sell them on the auction house etc.
The idea of Sandbox interactive to reduce the seeds silver sink is actgood. Less silver sinks mean it is a less grindy game, with more economic growth potential then before. Lower cost of seeds also means cheaper consumables and cheaper crafting and refining, which leeds to higher trading volume, and more importantly more fighting..
The combat system and the items have been entirely overhauled and reworked and you should see characteristic abilities for each armor sub-type, as well as a vast array of new ones. For example we have now a total of nine helmet abilities, compared to three in the previous Summer Alpha. Thus more and entirely new combinations are possible.
From my understanding of it , there are new abilities for each new armour type by buy Albion Online Gold. Perhaps the pieces from previous tests have the same abilities as before and the new sub types have new skills and abilities, as it mentions in the last line , new combinations being possible. It might be that the new "light" plate armor has resistances close to say "heavy" cloth but with the skill choices being the differences ? Or perhaps its is only about what skills come with each sub type and resistances are the same across each main branch ie cloth, leather, plate. Would be good to know but i guess i can wait a few more weeks and check it out in game !