I know the harvies do not use those resources, it was an example of how people flooding a market with underpriced goods will tank the pricing. Then, players won't stick around because they cannot make any long-term business.
There are no barriers to entry currently. Nothing is stopping any new crafter from participating in the market the same way we all have. More resources doesn't lower the bar for entry.
Any new crafter, regardless of how many resources they can hand-sample, will not be able to compete with an established crafter with a reliable clientele.
Practically speaking, the servers that allow AFK sampling have seen inflation taking over.
Resources are plentiful and in over-abundance.
Goods become de-valued, even the "server-best" resources are devalued.
Players earn more money just running terminal missions than they would need to keep stocked with the best gear.
Therefore, crafters cannot charge a fair rate, since everything will be uber-cheap.
This isn't 'theory' or some 'ideological' abstract conjecture. This is proven based on years of economic studies not just in this game but others as well.
The only other game, that I have played, with such a player-involved economy is EVE. They allow AFK farming in the high-quality resource areas, but you are at risk of attack always.
You want to AFK on Musty? You should generate hate or be TEF'd after a time.
There
has to be some cost to the gatherer for the resources.