It seems like another game that is heavilly loot driven has learned that giving people what they "want" too quickly can be bad for the long term health of the game (replaying it).
"The Diablo 3 auction house is being sent to the nether realm on March 18, 2014.
"It became increasingly clear that despite the benefits of the AH system and the fact that many players around the world use it, it ultimately undermines Diablo's core game play: kill monsters to get cool loot," Blizzard Production Director John Hight writes. "With that in mind, we want to let everyone know that we've decided to remove the gold and real-money auction house system from Diablo 3." (Sourced from Joystick)
It does seem they've learned a lesson about satiating their player base with easy to buy loot, and dropping the carrot from their re-play equation.
Now IMO they are going to the opposite extreme, as MMO's have shown a mixture of 75-80 percent Auctionable loot with 25% bound loot can achieve a thriving balance of re-playability (aka grind). DDO used to have this balance, many MMO's have it or something close to an "equilibrium" where players are willing to keep playing stuff 20 or 30 times.
Obviously their needs to be some quotient of grind in a game, otherwise people get bored and pack it in a few weeks later. Ala Epic Giant Hold, and especially this newest pack which has even less grind, and was less popular than eGH in terms of player return activity.
How much is enough grind is open to question. and I am certainly not for eliminating DDO's AH, but going back to the system where bound gear was not all auctionable/tradable seems like a sensible step in the direction of stopping the massive attrition DDO has experienced over the last year. BTW that attrition? A near 50% drop in player activity since MOTU? It corresponds exactly to the first auctionable/tradable powerful bound loot in new packs...