Many here and in other discussion have expressed their feelings toward "item selling". In my mind there are a few simple roads to go:
- pay to play - so subscriptioon or download. This reduces the number of initial plasers by something like 70% to 80% and make sit very hard to get anyone outside the core group of players. It could be an option for a seperate server perhaps, though-
- freemium - play until you run into a block. This may be contentwise (cannot get to Berlin unless you pay to unlock) or as in WoT with regards to functionality (limited team size, limited tanks types etc.)
- virtual items- this can be anything from only vanity items to power selling.
The latter is the one you can have the most widespread of consequences from. If you only sell time vs money (so you sell stuff anyone can get, but you need to grind for or you sell accelerators like Karma Bonus or Qucik Heal etc.) I still believe it is the fairest model and it does fit wel with the Shadowrun paradigm.
Let me say one thing- we really wouldn't want to alienate our potential fan base - but the bottom line needs to work as well. So any middle ground we can find, will be where we want to stay 
You could go the Guild Wars model: Buy to Play. People pay an initial up-front cost to get the game, but playing it is free. Anything you'd pay real-world money for is cosmetic only, and doesn't have in-game mechanical benefits. That way, nobody feels forced to pay for something just to compete, but can get cosmetic outfits or such which make them look snazzy and can be shown off without having an edge in play.
If every single person who plays the game is shelling out $30 for the game itself, just to play, that's probably better than having $30 of goods in the game-store that may or may not be purchased by each player. And if someone buys the game, plays for a few months, then sets it aside, you've already got the $30, and they might come back and play more since they don't feel forced to have to grind all the time to get their money's worth (I'm looking at
you, WoW).
Keeping the store limited to cosmetics helps to prevent hard feelings. Things like minipets (drones, paracritters, or whatever, but with no game-based benefit), outfits in different themes and styles, exclusive to the store itself, tattoos, etc, could all be available in the store only for a reasonable price, and you could even release holiday-themed outfits on top of that. It means not needing to put a mechanical benefit into it, and comparing it to other things for balance or what have you. People like well-made cosmetic items, so if you have someone skilled at laying out costumes and such for the game, it shouldn't hurt to sell them.
My requirements for ever joining an MMO are 1) if I have to pay to use the game, and 2) if people get an actual edge from buying things in the game store. GW is my #1 MMO because beyond just buying the game, there's never a need to drop another cent into it. However, each time a new costume set comes out, I'm willing to shell the $5 to $10 to pick them up, because I like the costuming, and I know I'm supporting the company without needing to feel
obligated to spend anything. It's a pretty nice balance.