Things you buy and "consume" to get longer term buffs. These could be simple XP, but it could also be used to separate movement speed and carry weight/calorie reduction to players without taking up the cosmetic slots. (Sole inlays and back support for example)
These items would be things like toys (made by tailor and wood professions), newspapers, books, magazines (paper milling), hobby/sports equipment (nearly every job), model cars/ships/planes (all material professions), marbles (mason), legally distinct Lego, Takeout meals, spices, drinks, tiny decorations and ornaments and whatever else you can think of. Another thing could be entertainment places where you need to be and they need to be "fuelled" and active to get a bonus, Carussels, Bumper Cars, "Discos", or parks with running fountains.
Now to one of the possible ways it could work. For simplicities sake just as an EXP system in this example.
Every unique luxury consumable would fill its associated need categorie(s) a certain amount with diminishing returns (like food variety, but more extreme to not give poorer players even more of an disadvantage) so people will want to have some luxuries going at all times, but you will need a lot of ressources to pull ahead of others.
I think this will be a good way to give more professions something to do over the whole game, be a less time intensive ressource sink than building a house 3 times
And please make one of the items a ship in a bottle.
Thank you for coming to my TED talk and listening to my hogwash!