I thought market changes were just about demand filling for longer under player interaction and Black Market filling demands, but either just these two (or the Black Market one) that changed nearly everything, or something else got changed under the hood.
Usually, making credits was just buying sewing needles for pirates and terrorists, usually from Magec or Hybrasil to the highest bidder, and most of the time it involved just waiting in Magec until more was available. That was effective, but also kinda boring (I only switched trades when bored or saw a really good opportunity).
Now, demands aren't so volatile, and way more interesting trade opportunities are appearing. Less opportunities for sewing needles (specially after one or two trades), with prices and demands kinda leveling around after a few rounds of trades, but more opportunities for other stuff with better payouts. I'm traveling around way more for trades, getting more experience from trades, and even if it's not paying out as fast as before (until I start 'tweaking' the market with an attack fleet to 'convince' some traders to help me with these 'tweaks'), it's more fun and interesting than before.
Besides that infinite credits glitch getting fixed and these two changes, was there anything else that changed, Alex? Or is that just the Black Market fills demands change that made the market better (if it's applying to NPCs and it didn't before)?
EDIT: Also, when a station has surplus but you buy everything on the Black Market, even if the BM didn't have enough to cover the whole surplus, buying everything clears the surplus. Like, if it has a 400 surplus of Heavy Armaments and you buy the whole 380 that was on the BM, the surplus ends instead of still having a 20 that you can buy from the normal market. Is that intended or a bug? I remember 96 having a different behavior.