Not sure how your sever config file looks, but I would personally be happy with worldserver.conf rates configured for the following;
Monetary
Rate.Drop.Item.Poor = 2
Rate.Drop.Item.Normal = 2
Rate.Drop.Item.Uncommon = 2
Rate.Drop.Money = 2
I would leave the rare and greater items at 1x to make players work for the better gear. The increase in uncommon and lower gear offsets the coin needed to purchase ability increases and allows Enchanters to have something to work with as they level.
Experience
Rate.XP.Kill = 2
Rate.XP.Quest = 2
Rate.Honor = 1
Rate.Reputation.Gain = 2
Honor builds up way to quick and leads to purchasing epic gear, so I feel this should be left at 1x while increasing reputation gains to match the XP gain
Crafting
SkillGain.Crafting = 2 *maybe 3 or 4"
SkillGain.Defense = 1
SkillGain.Gathering = 2 *maybe 3 or 4"
SkillGain.Weapon = 1
Crafting is a pain in the butt to back track at higher levels just to get the items you should have had at earlier levels. In this scenario I placed it at 2 increase to keep up with leveling or 3 to 4 so that you actually make items that your character can wear. Problem with the gathering could lead to overflow being in the AH and upsetting economy.
Market
As for the market, I personally would love it if you allowed the market, but only populated it with items that have been discovered. Thus the initial market will have nothing and as the players defeat dungeons or raids, the shop could be populated with gear that is found.
Services
Coin Gifting = False
Character Level UP = False
Faction Change = False
Race Change = False
BC Launch Day
The launching of a new server is always crazy and there are thousands of people creating new characters. This leads to server instability, DDoS attacks and players fighting for mobs to complete quests. I would suggest a staggered roll-out of the new server bumping up the early birds with a few levels getting them out of the start zones. Say something like this;
Level 10 = First 500 players (per faction)
Level 5 = Next 500 Players (per faction)
Level 1 = Everyone after the first 1,000 players
This would get the early birds out of the starter zone quickly, cut down on lag in starter zones and provide a better play experience for all players trying to create BC characters. All level boosts with this method should provide enough coin for the player to purchase their abilities from the trainer and then send them on their way to the new zones.
Well, those are my 2 cents on what I would like to see in the new server.