I would have to wholeheartedly agree that something needs to be done to offset the effect of nexting on the available gold in the economy. It's like a slow leak that's been going since the game first launched and we're now experiencing the results.
Taken by itself, the drain on gold in the economy caused by nexting was likely acceptable to the dev team and the gaming community as well. However, when you add in the other complicating factors (and there are many) then the system just can't maintain itself and the whole thing gets thrown out of w♥♥♥♥. It's fairly difficult to predict several of these factors with any degree of certainty - player activity, effects of the "fluffy bunnies" - the dev team can tell us what is happening at any given time (or they should be able to) but predicting what will happen is like trying to forecast the weather. The farther ahead they try to project, the lower the accuracy will probably be. This is why it is so important to control the factors that they are able to. Unbalanced 'sinks' such as the nexting cost will only add more instability in what is already a fairly difficult system to regulate. So, something must be done with 'nexting' ... but what???
One suggestion is to give the nexting fee (or preferably, a portion of it) to the base that is nexted/skipped. Personally, I like this suggestion, if it is combined with the dev team's current approach of moving (much) less active villages farther back in the search queue. I think we could anticipate that some would seek to take advantage of this approach if they could be less active but still have free gold deposited in their storages on a semi-regular basis just beacuse they were skipped. If, however, the active bases were rewarded because of a good defensive layout, then this would be a better justification for giving some of the next fee to the skipped base. It would also have the added benefit of balancing out the TH sniping by providing an incentive to defend (just like a bonus for defensive wins).




, but it's surprising to me too that this is the option that's getting most votes at this point. I personally would prefer to rely on an increased and stable production rate or higher bonuses (that motivate me to attack) than the chance of finding an inactive base, just a personal preference 