Honestly, I really only respond well to Rogue Trader-specific materials. I like Dark Heresy for location material and plot hooks, but not really a big fan of importing too many of the concepts over, since they seem to screw with the rules with each iteration. I have enough headaches just keeping track of the errata for RT. And I have no love for Games Workshop's constant screwing with and making expensive sets of models worthless with each iteration of their Codexes.
Anyways:
Highlighting the word trade each time you post doesn't actually increase the persuasiveness of your argument, it just comes across as pedantic. I might as well emphasize the ROGUE part of Rogue Trader to do the same. I'd also add it comes across as impolite. Thank you, but I heard you the first time you highlighted the word.
Every example of xeno trade I see is identified as the "cold trade". Following your penchant for highlighting words, I would remind you that cold trade is a euphemism for "illegal".
The only legitimate trade routes I see (as shown in the example endeavors in the core book) are between lost human cultures and the Imperium at large.
I've already stated flatly, again, that what we're arguing about comes down to the perception of the reader at this point. Obviously there are a very few items allowed to be in the possession of those with the wealth to acquire it, such as trinkets and digi-rings, but these are simply a result of the inability of the Inquisition to contain them, rather than any broad permissiveness, while the majority of xeno items at large are restricted. Selling xeno items is not simply a matter of hanging out a shingle in Scintilla that says "CRAZY ERNIE'S ROGUE TRADER EMPORIUM OF HARMLESS XENO-ARTIFACTS" .