@Nervontuxis: That is a great remark, 100% on all points.
I remember seeds and general upkeep cost of buildings from the summer test 2015 being very high + no 100% chance of getting seeds back after harvesting. Those days consisted of silver farming, to barely be able to farm at all. It was not a perfect balance, but it felt important to be a farmer and you had a good amount of quality time doing it.
If there is such a thin line between important roles and a boring game play, the devs need to be aware that a re roll npc literally crushes the uniqueness of higher quality tier items being produced and sold.
And for the argument of having higher priorities right now: There is no harm in just removing the npc and reducing silver drops for the next beta. I cannot imagine setting the silver drop rate or tax rate as a daunting 30h task. Even if they have to adjust that on a weekly basis, it would still be more pleasing than having a broken economy, a broken career and and broken silver sink in the game.
I really like the "Lower than 100% chance of getting seeds back"-idea. This puts a money sink on building upkeep by adding an extra cost to the farmer. It also allows for the devs to make some sort of farming-minigame down the line, where you can increase the chance of getting seeds back (and increase yields) by watering and taking care of the plants.