I thought about something similar like autobalancing prices again. So, prices must ONLY shift due to player actions, when doing too much of a trading and then autobalance again OVER TIME after a certain trade route has been unused for a set amount of time. There should be no remote base skyrocketing with oxygen and water EVER. That simply doesn't make any sense.
Also, if traders BRING stock to the base and SELL it there, the prices should rebalance faster, naturally.
Yet since its an outsorced database, I have no idea how it will affect server performance. Still, I would go so far to say, that after repeated (ab)use of certain trade routes, not only should the prices shift accordingly, but the stations selling would simply have nothing in stock anymore after a certain number of units are bought, and the stations buying should not buy them anymore due to the already vast amount in stocks. E.g: all storages are full. Server reset makes the stock "appear" again. That, or (which takes even more resources), a certain number of units per hour(?) is created to visualize the delivered goods of incoming NPC transports.
If it is possible to create a database that automatically shifts prices, then it is certainly within the limits to completely remove the buy/sell orders from the overused commodities on some stations, since both requires the automatical editing of ini files. Aso, this procedure would only be valid, since there is no such thing as indefinite stock.
The idea about the special trade licences, or even licences that allow ONLY some commodities could also be considered. I also look favorably upon the trade ID to get more profits out of lesser used trade routes to ensure diversity, still I do not know if that is possible to alter commodities depending on mounted IDs.
To hunt the prey is life,
to lose the prey is death,
to hunt the loss is insane...