With a second account, we can farm bots for modules just like combat accounts.
So, some industrials as well as combat only players can get large quantities of modules.
There is basically no market for cargo scanners and some other espitium containing modules, so it makes sense to recycle those for the materials and either use them or sell them.
For other modules, there is a market and they can be repaired and sold for profit.
The 'idea' here is to open up manufactoring of T1 items to new producers, but the reality is that the supply of most items comes from repaired modules; so the majority of T1 items are not worth producing anyway.
The stuff that doesn't drop, like sheilds, indy tuners, sensor amps, ect. are the profitable items to produce; in fact they must be produced for the most part.
Yes, removing espitium as a material cost will make it easier for new producers and greatly reduce the cost of all T1 items across the board which will also benefit new combat players.
The only real change is that it won't be as profitable to recycle a subset of T1 modules anymore, the repair and sell income will remain the same because the profitable items don't drop.
Really, I think the 'good for new players', while valid, is just a way to spin the removal to avoid the push-back of removing another resource from Alpha.
So, I agree with you Smoke, but I also think that it's going to happen regardless because it's seen as a 'loop-hole' in epitron being beta only.
In the overall scheme, does the benefit to PVP with lower cost of entry and giving new indy's a way to break into the market outweight the loop-hole? Techncially we are better able to afford epi, and can raise the cost of T2+ goods accordingly to account for the removal of espitium. It's a nerf to be sure for anyone, including combat pilots, that farm espitum modules, but it may be better for the overall game.