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That's really helpful!  I think I should dial back the intended cost for an Influence point in 5E. (I had considered 1500, but 1 or 2 K seemed simpler)   My sense from the last few 5E campaigns was that we were always swimming in too much gold, but it may also be due to the easy access to bags of holding and the like that made transport of coin a non issue.  (Artificer in the party really changes things, for example...)

I really appreciate the feedback!   I'm also working on a section to encourage diegetic acquisition of Assets when it makes sense as consequence of in-session party actions separate from the downtime purchase method.  That is how my home game is actually using this system.  If GMs add some natural Asset gains when the party saves something / someone or is owed a boon, it should help bootstrap things for the lower levels when coin is more sparse.