One wrench in that though, there are random drops in the world, flashpoints, treasure hunting missions, etc that will drop an armoring, mod, purple chest, whatever. Now while we crafters have an investment of crew skill mission cost, time gathering nodes in world, etc. the player that gets the random drop has literally no expense put into that "crafted" product. Thus, that player can sell for anything (1 credit if desired) and make more of a profit than a crafter
Except the exact same concept of opportunity cost applies.
If you sell something for one credit and someone would have happily paid 100k for it then you've lost out on 99999 credits. Buy their dirt cheap things and flip them. If the demand was actually there you should be able to make up the money.