It would be nice if the developers would implement a system which doesn't depend on luck and constant "losing" of something ( = gold), but more on a system to balance the effectiveness of different classes and levels, without limiting them in their possibilities. I suggested a system with a maximum value of equipment, depending on your level, which can be raised by sacrificing skill points. And god knows this is not the only possible solution. But unfortunately the decision was made to have the player "worry" all the time about different things, a system which punishes failure, instead of rewarding success, like a good game does.
Sure, upkeep is working more or less. This doesn't mean it was the best solution... or even a good one... there are so many ways to achieve balance, what made you decide for upkeep, without at least asking the community for alternative ideas? I don't say you had to make a poll about the best suggestions and then being bound to create what the community voted for, but on the other hand I know alternatives, which if you compare the pros and cons to the upkeep system clearly outmatch latter.
Really, I think the only reason why cRPG is persisting that long is because of the lack of alternatives. The game design and the crappy community with its enormous amount of wannabe-funny trolls is almost unbearable. To me, at least.