Ive thought the same thing as it would sort out a number of issues for that particular item, ease of access vs power, etc. Regarding the OP, however, there are still any other number of items that can be used to easily swamp the system, hence, the OP.
Yes, there are multiple clear abuses: melting down coins to get infinite metal, selling trap-component weapons, water reactors, quantum stockpiles, etc. But the problem with objecting to those abuses is that they're all
voluntary, they only happen if the player himself decides to use that exploit, so blaming the game for that is somewhat missing the mark. Granted, I agree that those abuses should be brought down to reality--which Toady is actually
doing, or he wouldn't have made changes like no longer being able to use training axes to cut down trees. I assume that making numerical changes (like bringing down the price of a mechanism) just doesn't hold his interest like the broad, sweeping changes of myth & magic. But I feel confident that these changes will come eventually. Maybe he's waiting for
us to suggest more believable values.
But you DO have a point about exploits that the player
can't control, that they are
forced to do, things like "bare rock + sprinkling of water = rich topsoil", or how ridiculously overproductive farms are, or how dry sand = plants = thousands of gallons of booze. Combine this with the staggeringly unwieldy migrant waves (another thing the player can't really control), and your OP is quite valid. Many things about DF are turned up to eleven, and there really should be a way for the player to bring that down.
. . . which is why this forum exists in the first place, to provide constructive feedback on an unfinished game. All of your concerns are valid, and all these grievances have been aired before, and we must assume that they will all be taken care of eventually. One day, we will no longer be able to dump a bucket of water on solid marble and watch a plump helmet grow out of it . . . but we WILL be able to gather up some silty loam dug out of one level, load it into a wheelbarrow, and dump it out again into a channel 8 z-levels down, and (a couple of weeks later) see a young plump helmet grow out of THAT. One day, trading caravans will turn up their noses at our bins upon bins of stone & bone crafts, and ask for raw lumber and metal bars instead, because that's what
their demand is for, back at home. One day, we will be able to negotiate with the outpost liaison, asking for more
Macedwarves as migrants, and fewer Fishery Workers. One day, we will melt down a metal object to get . . . exactly as much metal as was put into it. One day, tattered clothes will be truly worthless . . . for everything except the furnace, or the compost pile. And so on.
Your best / most original idea was the concept of sinks. You should explore that more, it fully deserves its own thread. I'll contribute.
[a mechanism]...is far more important than a simple sock
Heresey! Release the magma crabs!
Yes, sir! I have pulled the lever that releases the magma crabs!