Prices are always going to be a hard thing to balance in terms of gameplay but also internal consistency.
The Price difference between Aurora to a Hornet (Civilian) needs to make sense, when in comparison to the Separate ships guns (and other components) that one can buy to fit them, to the price of Side-arms and Clothes.
Otherwise you get into a weird situation where clothing can cost more than Personal defence weapons which cost more that ship mounted weapons, and an Aurora is purchasable for the same price as 4 sets of clothes.
Then balancing in mission rewards into all that.
Elite falls down here as you can get a mission to deliver 4 tons of clothes to a system 6 light years away for 45,000 CR
4 tons of clothes has an average market value of 1580 CR so there is no way that mission would ever be anything but a terrible loss of the faction issuing it, but worst still, for 45,000 CR you could buy a E-Rated Sidewinder, 4 tons of clothes, and deliver then with over 11,000 CR left over.
It doesn't make sense from an in game sense, and we see players ship entire lots of ships from a few missions, a cobra after a hour and so forth, and that feeds the credit inflation, as we have seen in game over the last few year.
Star Citizen now has to balance ship costs, and income, with the one devil of if it is too long and hard to earn, then it is a mountain too hard to climb for those that didn't purchase big ships, but on the flipside, they don't want it to be too fast lest all the work on the small ships being wasted as people skip them