One thing that differentiates Rogue Trader from Dark Heresy is what I call "The Phat Lewt" motive.
DH isn't supposed to be about accumulating wealth, which sort of throws off younger players. I know a lot of purist GM's who won't allow their players access to really cool equipment, and I have to understand there is a certain enjoyable ambiance about playing in a low-tech setting...but it doesn't dissuade me from coveting Terminator armor and Inferno pistols nonetheless.
This isn't DH though. This is Rogue Trader and I don't just want a Bolt Pistol and to be able to afford the ammo, I'm going to want 1000 Bolt Pistols, several metric tonnes of ammo and to make an enormous profit when I sell them to the Planetary Governor who's embroiled in a civil war....
So I'm wondering what the economic system is going to be like. I've been gaming since the late '70's, so I own a lot of RPG's and it occurred to me that I can't remember any of them that go into detailed rules for intergalactic trade. Traditionally, "Merchant" is a class lower on the totem pole than "Cleric". Seriously, when we started playing DH nobody wanted "to be the Cleric" until they understood that 40k clerics don't hang out in the back and heal people, they're out in front killing people. But this isn't any old Merchant, this is Rogue Trader. A man of sophistication, a conqueror, a crusader, a man of wealth and obscene power (hopefully, if your character lives that long).
Invariably, my GM will make me start out rather impoverished, with one dilapidated ship in need of overhaul and low on Macro Cannon shells. I'm curious to know the game mechanics that will make me Lord of a Fleet of ships, an army of Imperial Guard and several detachments of Astartes....