I can't help but offer a critique:
That commodity UI as proposed in the blog is visual soup. There are too many states (and, if we're honest, probably also too many commodities), most of which don't present useful information to the player. This makes the information cluttered and difficult to read at a glance.
Fundamentally, all that a player wanted to manipulate makets wants to know is, 'Can I buy this at a discount?' and 'Can I sell this at a profit?'
Of course, putting extra detail on top of that is fine - but (at least IMHO) said extra detail shouldn't muddy the player's ability to see that fundamental information at a glance.
At a glance, why do I care if something is smuggled in? So long as a commodity isn't being traded on the Black Market, why do I care if it is being moved by ruffians? Heck, why do I even care what faction is moving it?
These things all add extra flavor, and they might intersect with a deeper level of gameplay, but I'm rather skeptical I need to see all of those states at a glance while just looking to do basic buy high/sell low trading and the visual noise they create isn't condusive to a clean UI. The flavor is also much more likely to be just missed or glossed-over by player trying to filter-out noise for practical knowledge when presented in this way , whereas nesting some of this information just 1 layer deeper (via, say, tooltips or a nested interface specifically meant for, say, smuggling or commerce raiding gameplay) would make the flavor stand-out more while steel being organic.