My inner math geek is vaguely disappointed that the sale value 1/5 = buy value of (level -5) stuff didn't lead to a true exponential progression chart.
I was looking forward to my 276gp level 1 items and 1,380 level 6 items. The way they did it, by staking out the level 5, 10, 15, etc. level price points and dividing the difference between them evenly annoys me with the big jumps in marginal price. 4 -> 5 is a 160gp premium, but 5 -> 6 is an 800 gp one? Bleah.
I'm pondering what, if any, the effect would be if I just swapped out the price table for a smooth v(l)=200*5^(l/5) function. (v for market value, l for level) At its most basic level, if you assume non-magical costs are ultimately trivial, and that a party will seek to equip themselves with the spoils of their adventures, all of which are equally levelled to them when they achieve them, it seems like there would be no real difference from subbing out the value tables.
In reality, however, the very "bumps" that make me dissatisfied might allow for some gaming the system. Like, say, we take 5 items, disenchant them, and then make a new item of the same level. All is kosher, either system. But what if we were to take 3 items, disenchant them, and make an item one level lower. This is feasible at 5x+1 levels, but not 5x levels, I think. 3x360 = 1080 gp, enough to make the level 5 item from 3 level 6 disenchants. But take 3 level 5's and try to make a level 4... 3x200 = 600, falling short of the 840 needed. I'm not sure yet if this can be exploited to the players' advantage, rather than just being a quirk in the system.