No one in here will be able to give you the 'best' answer, because the best answer is learn economics.
I recommend a few basic courses in economics; barring that, I provide you with this:
The problem is, your basic underlying understanding of economics is flawed. That is:
- The recirculated quantity has to grow from season to season in order to keep the game interesting.
- Money mustn't be distributed unfairly: It can't be permitted that 1% of the teams own 20% of the money.
First, why must there be quantity inflation? Why is that what is needed to keep the economy growing?
Take a real life example: a sufficiently rare commodity (Gold) doesn't grow very much at all, because there's only so much of it in the world. Yet Gold still buys the same amount today that it bought in 1905. There has been no price inflation in terms of Gold -- it has remained constant and stable.
Your challenge is to create a sufficiently rare commodity that players will see inherent value in, and will use that as both a means (digging it up to get other valuable stuff like armor) and an end (can be used to barter in of itself).
Regarding the second point:
Why will a 'fair' distribution of money be equitable? If the top 1 percent are doing 20% of the economic activity, then the market is simply reflecting what is actually happening. That's also true in the Real World. The guy that lives next to you probably doesn't have the same economic output you do, since your skills are entirely different. A factory worker doesn't have the same economic impact that a software developer does, and the wages reflect that. Why would an in game world be different?