I figure if there's some large scale battle (like operation pitchfork or any other large org v org battle) and multiple dozens of ships are scrapped, here's the effect on the economy from what we know and what we're told hopefully we should expect to see.
Those playing salvage careers will be in heaven. They'll be the best way to bring used ships back onto the market, albeit needing lots of repairs.
Raw materials will need to be explored for and then mined followed up with transported to factories for processing. PMC's will likely be tapped to protect mineral claims. (Four jobs in one point)
Finished goods will need to be transported to other factories for assembly into ships and their components.
Piracy will become lucrative do to the high value of goods in times of need which will force merchants to hire PMC's to protect their routes and ships.
Players that lost their ships and are waiting for replacements/building up funding to buy a new ship will work as crew for miners and merchants until they have their own ship back.
With all of this money trading hands, the prices of components will certainly go up as those who did not lose ships and who are or want to be making high value mining and trade runs will upgrade components on their ships to maximize profits. Traded in parts will likely be used on salvaged or new hulls to increase speed of production.
Eventually, the demand will subside and the inflation will fade away and things will go back to normal until the next furball happens.
Also NPCs will outnumber players 1000 to 1 so no group, no matter how large they are will be able to manipulate the economy as there will always be 1000 times more pressure from the NPCs to bring it back into a "balanced" state. So the manipulation above can really only happen if the groups involved are willing to sacrifice a lot to do it which would probably make it not worth it to try to intentionally make a profit from creating your own war. Everyone else could profit from it though.
And another point of note, there will be communication delay. If you're on one end of the empire, it may take hours to a day in real time before news of something reaches you (unless you're talking outside of the game on teamspeak or something). But should some first time explorer out there find a new jump point, chart it, and find piles of valuable resources on the other side and report it all to the UEE so they get naming rights to the system, if you're on the other side of the empire, you probably won't hear about it until an info runner or an automatic drone relay service has enough time to cross the empire and deliver the message Pony Express style. By the time you travel there, everything could already be scooped up by other players. Just a couple of added dynamics to ensure a fun time is had by all.