The problem with skyrim and to some extent with requiem too, albeit it improves a lot of it, is the broken economy of the game. RPG can approach the progression and economy in two different ways - either by completely removing merchants from the game and rely on self found stuff, or heavily depend on merchants for gearing up. You can have a system which is a permutation between these two radically different endpoints. Whereas the first approach doesn't need appropriate prices of items to achieve the verisimilitude of the situation, since there's no relative value of items and their price, the second approach and systems that still use merchants need to have a believable world economy and its core loop.
Every game needs a foundation, a point of reference for its economy and setting, like medieval europe, renaissance europe, early enlightenment, early industrialization etc. This is done in order to establish a price relationship between items, because for example in medieval europe food was generally higher in price relative to other goods, whereas in early industrial period/late enlightenment, food was relatively cheaper vs other manufactured goods. After establishing the point of reference, developer can tweak the prices of items in game to achieve the immersive experience, where things make sense. In vanilla skyrim prices make no sense, where a bread loaf cost only 4-5 times less than an iron boots, an ingot of gold is huge but worth the price of 15 breads. No amount of itemization and loot placement shenanigans will fix this obviously jarring problem, but that's not all. Even if requiem developers adjusted every item price and weight, and it's ingame model to achieve the believable economy, the next problem arises which is the core gameplay loop which intertwine with economy. If armors and gold pieces were priced correctly, a mere singular visit to bandit hideout or kolskeggr mine would net you dozen thousands of septims.
In order to make it believable the design of locations would had to be changed. If forsworn had taken a gold mine, a vital income source for Markarth, it would be a high priority for thane of markarth to reconquer that location, and for forsworn on the other hand it would be in vital interest to make a big encampment there, with fortifications to defend that location. We have none of that in the game, the gold can be easily obtained by player character with only a modest investment of few levels and two handed weapons. There's no verisimilitude in the game world, but most importantly if an economy overhaul was to implemented, these locations would be a jarring problem that could easily break the game economy. Similar approach would had to be done with bandit outposts, where most of the bandits would need armor replacement, stripping them of iron or steel armor in favor of leather armor or no armor at all - NordwarUA excellent mods come to mind, then for iron/steel armor to work properly as a valuable item[as it was in real life] you would need a locational damage and armor piercing mod, something that this guy
https://www.nexusmods.com/skyrimspecialedition/mods/65296 was working on.
Overall Requiem fix a lot of game problems around the itemization and loot, but it doesn't fix the economy. Sure, taking off elven and ebony armor from leveled lists and placing it in selected places will fix the progression loop of the game, but won't fix the economy of relative prices - the ebony armor is very rare in the game, but the ebony ingot itself is worth only 150 gold, - a bear pelt is worth 75 gold, a wooden broom is worth 10 gold, and bread is worth 2 gold. You would need 20 ebony ingots to buy a small house, and a horse is more expensive than the house. Obviously the balancing of the prices is done, to adapt to the game environment and its faults, instead of changing the game environment and the game loop to be well inline with a believable economy. This is a problem of working around already established but flawed system, instead of actually trying to correct it by doing a vastly more comprehensive overhaul to the whole game. I understand the task would be much more gargantuan and would basically remake the skyrim, but the tools are there, the editor, and as we seen by enderal a huge changes can be done. Would that be a vanilla experience? Nope, but requiem is not vanilla and never will be, so i don't understand the hesitancy to affect the worldspaces, spawns, cells, npc routines. For example - even an official incorporation of trade and barter, trade routes, coins of tamriel, and exchange currency mod, would at least improve some faults of the system.
Given all these problems, it's very hard to find excitement and incentive to explore and play skyrim in order to achieve ingame wealth, as the versimilitude of the world fights you at every corner. You know, the kind of excitement that you found some very rare of expensive stuff, instead of "oh gold ingot, oh it's worth the same as every bandit steel place that i can just hop on my horse and sell in town". The only fun you can milk is from the sheer character progression and combat trying to not wander with your mind and thinking about the "does it make sense?" when it comes to economy, but sadly skyrim character progression and combat is invariably tied to economy, due to trainers and poor loot balance even with requiem. Problem is combat in skyrim isn't that fun[due to inferior AI, their detection, behavior and perks] to outweight the other glaring problems of the game, one of them being the economy and worldbuilding that have no internal consistency with the narrative.
Sorry for the long rant, but i've tried to mod some prices, and then sat down thinking about it thoroughly, and the sheer volume of interconnected stuff that you would need to change in order to unfuck the game is just too much, even taking requiem as the base to build upon.