None of those are isk sinks other than the market activity needed to trade the items. The majority of the isk involved in the sale goes to another player.
isk sinks destroy isk, taking that isk out of circulation.
EVE’s true isk sinks are:
market taxes and fees
npc sell orders (blue prints, skills, ect.)
industry fees (reprocessing, production, research, pi, ect.)
There are some others, but I believe those are the main ones, unless I’m having a brain fart.
As for the op:
1000 isk is nothing, it’s not going to stop the spam. What it will do, is kill conversation.
So people will just leave items in space, or ignore them making eve’s performance slower (because more useless items are in space) or encourage the database to have unnecessary bloat.
I’m not entirely opposed to this, however, I think it’s lazy.
EVE needs more isk sinks tied to activity, not additional pain points for accessing the interface.
That’s why I’ve suggested the ability to hire npcs in the past. It is a touchy subject because people are against automated defense, and it would also fail as an isk sink if people could use it to farm blue/ red loot items or bounties.
One potential option for the use of npcs in pve, would be for the creation of a new set of abyssal style filaments that would send the player to an instanced dungeon that only drops loot that could be used for industry or exchanged for concord lp. Any hired npcs in the instance then would purely be an isk sink rather than a faucet. (Perhaps this could be used for the Jove areas of space when they’re introduced.)
Another discussion we’ve had in the past, is the ability to name systems. This could either be a continual fee associated with sov rental, or a blind auction where the amount offered is lost regardless if you win the auction or not. Inappropriate names will revert back to the previous acceptable name, or the default if no other option is available.
Highsec ess. A lot of money is farmed in highsec, if the bank held a portion of the earned isk and only paid out of portion of that amount to the thieves if stolen, it would also function as an isk sink. Not to mention the increased pvp would cause extra ship destruction which would then be an engine for more fees associated with industry and the market.
New exploration game mechanics that require you to invest isk (keys or data spikes sold from npcs) to retrieve an item which could be exchanged for lp or used in industry.
There are many options that can be done that don’t require us to rely solely on fees or taxes. When you tie isk sinks to game play, those sinks don’t feel as abusive as it does when the taxes or fees rise.