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Let's start with the obvious:
The actual model for TOR F2P system is miss which hits a summit with making people pay for UI elements like quick slot bars.
Now here's how the model should have been designed:
The main idea driving the system would be hook the players in game with all the bells and whistles and have them pay for convenience items, quests hubs and fluff like pets, new gear skins/meshes. For the PvP, Operations, space missions have them (eventually) unlock them by bracket levels with a one time purchase.
Make sure not to set the pricing too high and here's where the real trick kicks in.
Have the pricing model setting the prices so low that players won't even feel like spending money at all.
While the quests hubs could be in the $5 range all the rest should be under $1
Recommending a piece of gear @ $0.90, no more and consumables $0.10-$0.15
You want players to feel spoiled. This way you'll get more money by having hundred of thousands people spending happily a few bucks than trying to milk players with the actual fees. Also think about the word of mouth you would get: free advertizing = more customers
For prices set at $0.10, $0.90 people will hardly hesitate before buying stuff at all, in the end spending much more than with a more obvious rip-off system.
All in all think coke not Ferrari.