Your description of experience is that you want to progress in wealth power and not actually play the game. That is all has to be for progress. This is not neccesarily how sandbox games need to be played. Also your story would want some paragraph breaks for readability. In particular if there is a lower level bot available to boom stuff why the unavailability of the big bot makes you rather wait for the big than use the little on e in the mean while? It hink game design wise the important thing might be how long does the satisfaction of achieving a middle rank makes you actually use and enjoy the goodies achieved before you start to wait for the next goodie level.
One of the very potentially valuable ideas in your posts to me strikes to be having a cap on how much ep can be extracted from play-activity dependence in a day. This is the main factor that increases its admissibility.
I do not think that making the EP items tradeable would destroy them. I view it more that if it survives trading its proof of the rigiourness of the idea.
What people usually dislike about Grind To Win is that if they ever do not put the daily effort or don't feel like playing they will fall behind and mega-grinders can make quantumn leaps in blink of an eye. However if you put a time-limit cap on what grinding can win for you this addresses this complaint quite nicely. If you grind exactly at the cap (say 100 ep per day) you are guaranteed not to fall behind no matter what. If you grind in excess of that you are in effect buying vacation time. If you make 300 "grind points" per day for every day you play you can afford to take 2 vacation days without risking of falling behind. There is already this kind of structure in that loggin in for 1 day covers your to not log in for 2 days. This is like near the theorethical minimum amount of grind possible. But it maybe highlights the flip side of the design too. Logging in 1000 times in a day does not provide you with additional coverage. In order to qualify those logins must be be dispersed in big real time intervals.
Consider a system of 4 EP tiers instead of the 1 we have now:
tier 0 - log in within 3 days - 1440 EP
tier 1 - consume tier 1 EP item in 3 days, found in alpha, manufactured from mainly cryoperine, 500 EP
tier 2 - consume tier 2 EP item in 2 days, found in beta, manufactured from mainly epriton, 200 EP
tier 3 - consume tier 3 EP item in 1 days, found in gamma, manufactured from mainly colixium, 100 EP
The difference between a pure waiter only doing tier 0 waiting and one that did all 4 ouf them would be 600 EP about +50% from the baseline. The effect of booster would be to allow the premature consumption of the item to go to queue instead of waste and an additional tier $ - 720 EP income (exactly 50% of tier 0).
In reflection to the fact that you can't put loggins "in store" for tomorrow all the EP items would only live for 1 day. If you wish to trade it its very time sensitive.
Another model would be that each category of activity would generate EP applicaple to that category of skill. So for example first 100 shots fired in a day would generate 1 EP to be used int he category Weapon usage. First 100 resource units processed in industrial process would generate 100 EP spendable in Industry etc. This is similar in FF "slay monsters to get EXP" put it has a daily cap. Maybe it would be more proper to have small daily activity generate some base level but having bigger activity "beyond the cap" still generate more EP with diminishing returns with a finite limit?
In an effect its a compromise between making the gap between the "haves" and "have nots" smaller while still allowing action to make a difference to "have more". Grind to Win allows the gap to be arbitrarily big. Wait to Win allows the difference to be 0.