Okay... My five cents on this thread.
I don't think you're seeing it well. The problem is not the lack of money. Money should be less then we have, if you're having more then 500 trias in a in-game month, by settings, you're doing good (remind me what's a month in-game. It's more then a day at least, isn't it? How many people make 500 trias a day? Just first-day noobies, probably). This is a roleplay-game, not some hack and slash in which what the devs care with is making people advance to high levels quickly, the main care should be giving players immersion, that's the keyword here.
Do we have that? No. The economy cannot be a source of immersion as it is. But the answer is not in most of your suggestions, or so I humbly think. I have to confess I don't understand what individual people go through. Yet, the thing I think is most of the problem currently lies in lootable weapons and gold. Loot is too relevant to the general market - it floods and destroys whatever us crafters could make to fight against it. And gold, well. If you don't know what's wrong with it, ask, I'll make a list (namely, here, is the point of gold as a source of money that floods gold miners and gold smelters with it, though mostly the first).
People are used to get way too money in way too little time and PS is delivering that, instead of just sticking to the settings. I understand why, we're only testing. To build a realistic economy, or a just and balanced one, takes time. And it's not something you want to get with only two or three crafts in the players' repertoire. Things are fine for now.
On making the lootable weapons unusable, I don't think many would like that and I don't think it's wrong. Personally, I would like the loot to just be realistic. Rarity on good loot being the idea here, unless you're fighting some rich gladiator. On the training and weapon-repairs' prices, I wouldn't know. Crafting takes much to reach high levels so I don't have a notion of how much money it can take (but yes, I guess a farmer wouldn't be able to pay a 10k training in any day of his life). Weapon repair is weapon repair, people who indulge into practicing it are usually people who don't need much money. The only way to make people capable from profiting from it would be to decrease the cost of repair kits by a lot, or else buying a knew one would be better (assuming the maintenance cost you put there was a sum of repair kits' cost only).