I've been informed by my players that unless I house-rule Thrones back into DH2 they aren't interested in playing, they also don't like a host of other things and the list grows long every play test but I won't de-rail this tread any further.
I know I've had a number of debates on this forum regarding how wealth should work in DH, and I personally think that having Thrones AND Influence makes the most sense of any suggestion I've seen, in fact its the method I've been using in DH1 since ascension was released.
As a GM Influence is great, its fast, its straight forward, its very generic. However it also has the massive drawback of removing roleplaying opportunities from the players, they can no longer walk into a dingy bar and judge for themselves how many Thrones they need to slip their underhive informant as they have to break from the in-game roleplaying and have a game-mechanic conversation with the GM as to how much influence they are going to 'spend'. Influence also reduces the amount of intereaction the players have with shop-keepers, barman, dock-managers and the like - why bother trying to track the right individual down and interact with them when its all going to come down to a hand-wave dice roll in the end.
Now I'll admit Thrones wasn't the perfect system anyway - and in high-power games (ascension/RT/etc) it made sense to use influence more than Thrones - but I never had players choose a class because of its monthly pay-grade, and we have gone through a lot of DH characters over the years we have played. Every group I have run has included at least one scum or guardsman - two of the careers I hear mentioned most in the "pay-grade" arguments - as thats what the players wanted to play. What tends to happen in our campaigns is the "low-paid" characters tend to have skills that the rest of the group need, and as such the group pulls together to get the team equipment that it needs. We currently have the following characters in our DH1 campaign;
Famulous Protege Scum
Shrine World Assassin
Shrine World Psyker (I know this isn't strictly legal - the psyker and assassin players wanted to player a married couple as they are a married couple)
Forge world Tech priest
Mind cleansed (oh how I miss this homeworld) Arbite
Hive world Arbite
Void Born Psyker
Now that mix of characters was mostly driven by random tables and few player requests, the two arbites have never roleplayed before, let alone played DH but know something of the universe from the table top game.
We did also start with a Crimson Guard and a Forge World Guardswoman but they had to drop out due to real-world considerations.
Now what has happen as the campaign has progressed is the assassin has claimed a few large bounty's and endeup bankrolling the rest of the group, the scum has hired a team of administrators to manage several investment accounts that he has setup, and the Arbites and techpriest make use of there personal connections to gain access to the equipment they need without mentioning that they are Inquisition.
As they group is currently working under special conditions (because they essentually have a negative Influence score with most of the Inquisition) they couldn't function without there own personal funds, and this makes the "Bean-counting" have purpose, they players are thriving on having to support themselves without th ability to go begging to the big I.
Sorry if that rambled, hopefully my ppoint didn't get too lost in the mess.