I’m with him. I think you are over-extending economic ideas to apply in places they shouldn’t.
If you described what is going on here - people giving CCP real money for virtual tokens only useful to play a video game - to someone who had no idea of what Eve Online is or that it has a virtual economy, I doubt they’d accept your view that more virtual goods per dollar = more utility/demand or more PLEX sales. I mean, if you substituted PacMan for Eve, and told the naive observer that if the arcade owner reprogrammed their machine to give players six lives for a quarter instead of the standard three, that this would result in the player putting more quarters in, they would probably laugh at you. More lives = more playtime between quarters = less profit for the arcade owner, not more.
Yes, there is probably some more complex psychology here that might entice some players that have completely bought in to Eve as reality to spend more, but honestly, I can’t see how you can be so sure that is the general case. There must be a significant number of players who will now need less PLEX to play this completely discretionary and imaginary passtime in they way they want and will not buy more PLEX to exchange for ISK, rather less as they get more ISK for their dollar. It’s far from certain to me that more ISK per dollar is going to always increase PLEX sales for CCP.