A DM of mine some time ago allowed me to take a similar route. We realized the crafting rules are crap and so he made up his own... which were easier to work with but had major implications for the game.
Essentially, I could take the Jewels and Gold we acquired, make a roll for crafting a piece of jewelry, and when I succeeded I took the total cost of the materials, doubled it to get the sales price and then used my massive charisma to upsell potential buyers for even more than that.
By the end of it, I could pretty much double or triple my share of the treasure in no time flat. If I had wanted to, I could have gone and created a loop where I made massive amounts of gold incredibly quickly. However, there was a safety valve on my gold. My character wanted many pounds of Platinum and 5,000 gp Diamonds to make a "necklace" that he was going to offer to his Goddess Waukeen. The value of that piece ended up being in the Millions of gold after I enchanted it around 20th level.
The system I use now for crafting is 5 gold per point in proficiency, which makes things a bit faster, and I still generally have a roll to make things work out. Actually, my biggest problem has been trying to come up with the variety of strange materials needed for alchemy and herbalism, since that is a big focus of my players and fantasy plant names are hard to come up with on the fly. Also, they don't end up being in treasure hoards very often, which means we don't end up focusing on them.
But, figure out how much additional treasure you are okay with them having, and then figure out how you want them to get there. Unless things changed massively between the UA and Xanathar's the rules aren't going to be any help to figuring this sort of thing out.
@ All the Downers and Haters
Tool Proficiencies should not be useless. The Dwarven racial ability to give them tool proficiencies should not be useles, nor should the Rock Gnome Tinker Tools be useless. The Guild Artisan Background granting you not only the tools but the history of using them to make money should not be useless. The listing of tools players can buy should not be ignored, and as craptacular as the crafting rules we have been given are, they still exist and lend themselves to this basic idea. Adventurers can be craftspeople, and they should be able to use that skill set in the game.
The "5 gold a day" rule is immensely stupid to me, because if a player wants to make a ring using gold and a 5,000 gp diamond per the rules it will take them (5,000/2= 2,500/5=) 500 days, nearly a year and a half to make a single ring with a place setting for a diamond. Really? There is no way that could possibly be correct. Sure, low value items work just fine, but when we get to the higher end stuff, things break.
And, you can say "The Characters are adventurers not merchants, they shouldn't care about this stuff" but that completely ignores the fact that A) Players often get caught up in things they shouldn't, politics and spycraft being a major one and B) Obviously some players do care. When crafting rules are offered, people try to use them. They look at who their character is and say things like "huh? I'm a jeweler who decided to go adventuring in vengeance for my master who was killed. I've just got five valuable gemstones, as a jeweler, shouldn't I try and use these to make jewelry?"
And, personally, if my DM said "No, you aren't a jeweler, you're an adventurer, and you should just toss those gems on the counter, demand gold, and then go spend that gold and beer and women like an adventurer does" Then I'd be a bit offended. What's the point of integrating my character into the world of the game if I'm just going to be told that all the efforts and plans I came up with are completely worthless and not allowed. I can see a discussion being had between the player and the GM about the problem of their wealth getting out of control and causing problems for the game, but IMO by sometime between 7th and 12th level, money should generally stop being your primary motivator. You've got so many options for making money hand over fist, especially for casters, that you should no longer be worried about a couple thousand gold here of there, that isn't what is driving the game anymore.