sellPriceCoefficient :
I like the idea of selling loot at higher levels for less money.
It is a serious design bug of OXC, that higher levels get more and better loot at the beginning of the game and so have an easier economic start than the beginner levels do.
But I calculated this sellPriceCoefficient for popular manufacturing goods, like STR_PWT_CANNON and STR_GAUSS_CANNON or even STR_PARTICLE_DISTURBANCE_SENSOR in TFTD. Most of the sell price is production cost (workers, building, material). If the sell price changes 10% up or down, the effect is enormous.
Maybe that problem could be solved with something like
sellPriceCoefficient: 100
or
sellPriceFixed: true #default false
written to the item to overwrite/deactivate the global sellPriceCoefficient settings for selling this item. Then manufacturing for money could be the same for all difficulty levels.
And this could be useful for Items with a price fixed by the story, too. If the artifact text says "this jewelring is worth 777$", this should probably not change depending on difficulty level.