Again - you have a fundamental misunderstanding of what drives game development. It is neither useful nor desirable for a studio to immediately have to work through balance issues in a game before they have even written one line of code. Think about this for half a second. You don't get to wave your arms and just magically get a functioning, workable in-game economy. There is a huge amount of real world capital and human overhead to make sure this magical spec of yours doesn't completely wreck people's enjoyment of playing, which is, you know, the entire point of a game.
The moment that people recognize "oh, I can get a +1% health bump by going into game X and doing some mundane task, then go into game Y where a 1% health bump is the difference between winning and losing a PVP battle" guess what's going to happen over and over and over and over again. You are talking about a fractal amount of complexity for a game designer, developer, product manager, design team, the list just goes on and on. Nobody who wanted their game to be successful would ever latch onto this.