Currently the moment you equip a piece of Vanity equipment it becomes valueless to the economy and bound to that specific character. This system devalues Eldevin Points that you spend on BoE Vanity equipment to only hold personal value.
It reduces the likelihood that a user will spend Eldevin Points on more than one set of Vanity equipment for the same character. I believe that this is an extremely flawed way to go about handling vanity equipment. One of the only benefits that it has is that it increases the likelihood of a user spending Eldevin Points on a Vanity set for their additional characters, but users that frequently play multiple characters are equally likely to buy multiple sets with one of the plans I am proposing below. If cost analysis dictates that the game is still too fresh to adopt system one, system two is a supplemental system that also helps to alleviate the strain.
It essentially ensures that the Eldevin Points you have just spent will have absolutely no further contribution to the games economy once you equip them. Eldevin Points spent on items that do not bind on use, such as sacks, are a prime example that unbound Vanity items remain desirable and valuable far after they have been purchased.
One of two changes needs to be made in order to remedy this situation:
System One:
Make all Vanity Items (with the exception of some; such as storage bags) not bind on equip or use, similar to sacks. This enables users to sell their Vanity equipment once they have grown tired of them, or found a new set they like better. This also enables users to share their vanity gear with their other characters; but the transfer process for people that play multiple characters frequently can become quite tedious, leading them to eventually buy the set for their other character. Players will be more likely to want to purchase an additional set for changing outfits on the same character, or having all of their characters dressed in Vanity gear.
The positives are is that this keeps free flowing goods in the economy that have value based upon rarity and desirability, that don't disappear from the economy the moment someone equips them. I personally am much more likely to keep changing my outfit if I know that I don't have character-bound real life money tied to the current outfit I am wearing. Sacks already follow this system. Yes, players need more sacks than they do Vanity gear but in other games that use this system fashion items become a thriving and active part of the economy. I highly doubt with our current system that you will see Gifthelper or Giftbringer sets or even pieces being sold more than once in a blue moon (or worn) due to owner quittage and most of the existing pieces being equipped already.
System Two:
If your system analysis projects that System One would be too detrimental to the sale of Vanity equipment, you can adopt System Two. System Two operates on the principle that once you own the complete set (or you can use the same system piece by piece) of a specific Vanity set, you can unlock the ability to make infinite Bind on Pickup (Non Tradeable) copies of the set through a small amount of Eldevin Points.
For example the entire Red Star Warrior Vanity Set costs 900 Eldevin Points. Once you own all 5 Pieces on a character, you could go to the Vanity Shop and go to the new Vanity Unlocks Tab, which will display "Account Unlock: Red Star Warrior Vanity Set" listed at, for arguments sake lets just say 15% of the total price, so 135 Eldevin Points. Click the unlock button and bam, you now have the ability to make copies of this set that are bound to your account only. At this point the "Unlock" button turns into a "Copy" button.
This would allow me to go onto another one of my characters, click the "Copy" button, and receive a bound copy of the Red Star Warrior set. It encourages users to collect multiple sets for maximum fashion customization, by placing a greater value on their investment of Eldevin Points or time in the initial set. It also means that they don't have to hold onto their bound sets that they aren't using, as long as they spend additional Eldevin Points to unlock the copy feature for that set.
In this system, initial sets remain Bind on Equip. Copied sets are always bound. It does not solve the issue of the item disappearing from the economy, but it does place a greater value on the sets, and encourage the user to purchase many sets for greater customization ability.
Hopefully you will consider one of these systems, or a combination of the two!