Hmm. Ok my definition of a dynamic economy is obviously different to everyone else's I guess it's probably not even possible to implement a true economy in the Freelancer engine. The best example I can think of is Sid Meier's Pirates where the prices of goods fluctuates according to the activities of the player or NPCs, with the player having to pay attention to sudden changes in a base's economy linked to current affairs (war, migration etc). Pirates is on the face of it a very simple game but when you spend some time watching the economy you see there's a lot beneath the surface that can make a player really think about the forces currently affecting the market.
Still in my opinion it would be nice if some commodities that a base is described as producing or consuming are in constant supply/demand respectively albeit with price fluctuations, with other commodities fluctuating more randomly. Some kind of trends would be great whereby remote bases always buy basic commodities in exchange for a certain rare/illegal commodity, prices could fluctuate randomly to simulate market forces and change drastically in response to certain plot conditions (i.e. linked to a news story).