@Acleacius
Like I said they doubled the cost in gold of making magic items. Wands are even worse because you pay the creation cost for a 50 charge wand while the max number of charges (for me after a bit of testing) seems to be 10 + caster level.
Even better if you make a fireball wand as 10th level mage you pay the costs for a wand that produces a 10D6 fireball but if you would be crazy enough to sell the thing to the shop you get a price based on the minimum level of the spell in it (5th in the case of that fireball wand), the number of charges remaining and further reduced by the cut that the merchant takes.
@Zamiel
Doing 6 or 11 levels ranger just to get those extra attacks so you can boost the rogue is a bit iffy for me. It's more that after 11 levels ranger it is interesting to switch to rogue to boost your damage by doing sneak attacks.
The reason for me saying this is that the discrepancy in sneak attack damage between the ranger/rogue and pure rogue is 5D6, which means that at 20th level the ranger/rogue needs to hit with 4 attacks doing sneak attack damage to equal the sneak attack damage a 20th level rogue can do in two and this is in favour of the rogue if you count on those extra dual wield attacks to compensate.
@Probo
I'll probably be a bit blunt about this but you don't need to justify why you don't want to play a rogue to us if you don't like one. Especially not if you keep claiming things that are just not true. Just don't play the rogue.
You can powergame fairly well with a rogue. It just requires more attention to group members (having a fighter with taunt, a wizard with a spell selection aimed at boosting the rogue)
For example your claim that you can outdamage a rogue with a half orc fighter.
Lets start of with a str 20 half orc, add 16 levels and a +6 str belt. strength is 30 now for a nice +10 to damage/hit. Nice enough that I for my rogue I take the same setup. The difference in number of attacks is 1 and a +4 to hit in favour of the fighter. Seeing the to hit on the last attack the fighter will only get 3 attacks and the rogue only the first sneak attack. Hand a falchion +5 to the fighter (either keen or improved crit feat). Means that 1 out of those 3 attacks is a crit. The damage is (2d4+15)*4 for an average of 80 points (min 68, max 92).
The rogue is dualwielding two weapons, lets make it a two daggers non magical to give your fighter an edge, no critical, just 2 hits on the sneak attack for a (1d4+10+8d6)*2 for an average of 81 damage (min 39, max 124).
Now your contention that the fighter does more damage through DR. Lets keep the average damage from above and hit a Hezrou (Xazis in game) with it, your fighter ends up doing 50 damage, my rogue ends up doing 61 damage.
You would be better of with a ranger to counter this rogue. At level 16 you have greater two weapon fighting. Switch from the falchion to two rapier+5, you lose 1.5 average damage but gain 3 attacks, lets assume they all hit and one of them is a crit (seeing that those have the same to hit numbers as the 3 attacks that hit above), you end up losing 6 points of the original damage and then doubling that to 148 points of damage on average
Next we optimize the rogue by one step, that means improved two weapon fighting as feat (should have enough stat points to get 20 str/15 dex) and a wizard casting greater invisibility. The rogue now gains two attacks that hit (seeing that the to hit of those two attacks is higher then the 3rd attack of the fighter)
and do sneak attack damage effectively doubling the damage done to 162 points on average (note that 20 points can be added on top of this by giving the rogue +5 weapons). The last is contigent on Bioware correctly implementing that having total concealment means the target loses dexterity related bonusses which is a one of the PRs for being able to do a sneak attack.
Who says you can't powergame with a rogue
So where is the ranger better
Constructs - Those have both DR and sneak attack immunity meaning that the extra attacks get more damage in to overcome damage reduction, rogue damage drops like a rock and then ground to paste against the DR. Good thing that there are not that many in the game.
Undeath - sneak attack immunity. Rogue damage drops like a rock.
For just about everything else those two daggers on the rogue resemble an industrial meatgrinder.