With the status quo on how loot is currently acquired, iceagag is 100% correct.
Anyone from Supercell saying that they don't remove inactive bases, or that they haven't as of recently been aggressively reducing the amount of time until these bases fall into the "removed" list, are flat out lying. We have been experiencing this change over months. Most of the people playing this game may be 10 year olds, but we're not all complete idiots. In fact, tailoring a game that encourages large "sample-sized" farming sessions actually perfectly allows us to notice this downward trend of inactives over time.
It's either that, or 3rd party software and bots are robbing the difference in available inactive bases at an insane rate. But SC claims that bots are having a negligible effect on the economy, therefore the blame gets shifted back to them based on the first point.
I liked these ideas, mainly b/c you included both passive and active forms of adding loot to the economy that doesn't just evenly distribute more loot evenly to everyone, rather than only saying "more higher-leveled collectors and freebie injections to everyone!, etc." I would absolutely welcome a change to this game, where they phase out inactive collector farming as they're doing now. But they're doing this without implementing a radical overhaul to how loot can be earned that replaces this very large source of income for all players. They can't implement their vision for having a more active overall playerbase when the only change they implement is removing the source of the old system. The outcome of that will be a totally crippled economy, and we're seeing it happen here.

