Neither would I.
However, I find the wealth rules work just fine if you add a touch of common sense (you can't buy something that doesn't exist) and are careful about adding resistance values together.
Someone who acquires 10W7 wealth has just about the resources to pay for a castle (50% chance) but can't buy it because the local market desn't have any in stock. (They could build one with those resources and enough time, but might encounter resistance from their neighbours etc.).
Adding resistances works fine at low levels (or for buying multiple items: 10 cows for 4 horses or whatever).
I find the wealth rules OK for a standard narrative game. If my players show an interest in detailed accounting (which I quite enjoy in some games) I'd happily switch to a cash economy.
Improved rules would be OK, but need (IMO) to retain the advantages of the present rules.
Thom
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