Good ideas here.
Regarding D&D settings, I'm mostly versed in Eberron so that's where, as a DM, I stage my stories. In the world of Eberron (at least in the main continent of Khorvaire), a mercantile organization of Halflings, House Jorasco, holds a monopoly over the healing business and healthcare at large. They run the hospitals, using both mundane and magical healing. And, they're all but a charity. In fact, house members are actually forbidden to heal for free.
So, the question of revival pricing is very relevant to the setting, and yet, I haven't seen it touched anywhere. Considering that the few people able to deliver revival are ruthless profitmakers, we can very well assume that economics apply wholly there; no considerations of "disturbing the natural pattern", "not doing right by the gods"... Things are as described by the OP: very limited and inelastic supply, and probably overabundant demand. I remember reading in an official adventure about a high-ranking noble who had his murdered daughter resurrected... We can then assume people of this social class can afford some form of revival.
However, I'd be inclined to have it priced sufficiently high that even the lower nobility or the upper merchant middle-class can hardly afford it. It's too much of a disturbance to think of the consequences of revival in game terms...
Regarding supply of revival spells, it's also important to remember that, in Eberron, low-level magic is everywhere but NPCs with PC classes are very rare. Your local priest isn't a cleric, he's (at best) just a guy with a bonus to Medicine checks. He can tend to minor wounds, knows some herbs, but that's about it. Even a level 1 cleric is a rarity, so people able to cast a revival spell are so rare that they're essentially miracle-makers and can't chain-revive the dead. Otherwise, they would threaten Jorasco's business and probably die in some unfortunate way, leaving their corpse too damage for resurrection...
Regarding D&D settings, I'm mostly versed in Eberron so that's where, as a DM, I stage my stories. In the world of Eberron (at least in the main continent of Khorvaire), a mercantile organization of Halflings, House Jorasco, holds a monopoly over the healing business and healthcare at large. They run the hospitals, using both mundane and magical healing. And, they're all but a charity. In fact, house members are actually forbidden to heal for free.
So, the question of revival pricing is very relevant to the setting, and yet, I haven't seen it touched anywhere. Considering that the few people able to deliver revival are ruthless profitmakers, we can very well assume that economics apply wholly there; no considerations of "disturbing the natural pattern", "not doing right by the gods"... Things are as described by the OP: very limited and inelastic supply, and probably overabundant demand. I remember reading in an official adventure about a high-ranking noble who had his murdered daughter resurrected... We can then assume people of this social class can afford some form of revival.
However, I'd be inclined to have it priced sufficiently high that even the lower nobility or the upper merchant middle-class can hardly afford it. It's too much of a disturbance to think of the consequences of revival in game terms...
Regarding supply of revival spells, it's also important to remember that, in Eberron, low-level magic is everywhere but NPCs with PC classes are very rare. Your local priest isn't a cleric, he's (at best) just a guy with a bonus to Medicine checks. He can tend to minor wounds, knows some herbs, but that's about it. Even a level 1 cleric is a rarity, so people able to cast a revival spell are so rare that they're essentially miracle-makers and can't chain-revive the dead. Otherwise, they would threaten Jorasco's business and probably die in some unfortunate way, leaving their corpse too damage for resurrection...