Price is a result of value and inflation, as long as players get more and more silver the price won’t drop, you just move it out of the direct system.
The reason i say it’s important to split value from price is because value is defined by a group of elements that interact with each other, and price is just a reflection of it. Vaivora equipment is expensive because it is rare and it provides way more power than the conventional options, archstones (and fragments) are similar but have the additional of not having direct restrictions.
Think like this. Let’s imagine IMC decides to add a new Art for Chronomancer, that changes Pass back into the -Xs cooldown instead of a % of the current cooldown. The price for that Art is 36k attribute points and a tome, but the value of the Art cannot be measured as it brings back one of the most useful and impactful skills that ever existed. The same would occur if they added a ceiling to pricing, you can limit the amount players can pay directly, but that doesn’t reflect the value of items.
That’s why it is predictable that such kind of change would only result in players moving into a less flexible trading system in which they can use blessed shards/gems or just endgame items to exchange for what they want. In fact, the most natural outcome is to blessed shards to become the new currency for endgame stuff. Sure, it may increase the effectiveness of market as a silver sink (as players will buy and sell more shards) but it just makes the whole process more frustrating, without really solving anything.
Many players (myself included) expect this to do nothing for the game. Bots will just adapt to do CMs and will sell whatever they can get with their mercenary badges. IMC has to deal with bots on the ground level and remove the reason for botting instead of limiting their agency at cost of players (again, reduce the value of items).
