In perpetuum, ERP (Enterprise Resource Planning) better describes the crafting system. Vetern producers, which would typically be found in beta corps, are capable of fueling a large PVP corp locked in mortal combat.
The downside, is that there are no large PVP corps, so much of that industrial gathering and manufactoring is going to the open market, where new players can't compete.
Its not possible to create a system within the open sandbox of Perpetuum that allows new indy players to compete against vetern producers (and the same is true for PVP). Bascially, the industrial might of vetern players needs to be focused elsewhere, so there can be gaps to be filled.
If custom equipment requires EP, the vetern players have some saved, or not have to spent it elsewhere, which will allow them to get that EP quicker.
If custom equipment requires special mats, vetern players, with access to beta and multiple PVE bots, will farm it up faster and cheaper.
If custom equipment is random, vetern players will be able to afford the time/nic/mats required to press the button more often, with a better chance.
The obvious issue though, is custom equipment (non-vanity) causing large balance issues.
Of all the above, the only thing that can even the playing field is a random drawing type of thing like that other mmo, but research is also random, and is the number 1 complaint about kernels.
tl;dr - As the game adds more players there will be more opportunity for sales, as it adds space, remote markets can open up, and as it adds modules, single producers will tend toward specializations.