Okay. Well without entering too much into economics
The value of the weapons production job has increased because
1. The blacksmithing turned from a repetitive “F” job to a real-like activity. Which require more knowledge from the blacksmith but turn out to be more rewarding both in terms of money and interest of doing the activity
2. The lack of PW_buy stockpile for weapons provide a great way for blacksmith and anyone controlling weapons production to decide who will get weapons and who will not, and to get both financial and political power in game.
3. As you mention war ended when there is no more weapons to fight with in one side. It’s means that there is a scarcy of weapons when doing wars, which make them much more risky to engage.
Therefore we may see, that by reducing the offer due to longer yet more interesting production time, removing weapons stock and putting a monopoly on weapons makers to deliver weapons, we have turned the weapons into a commodity goods into a luxury one where “one to one” transaction are required to get them with a free market price decided mostly by the weapons dealers.
To give you a similarity, In PW Vanilla, weapons and amours are in a supermarket and blacksmiths are factory workers (repetitive job, no one to one interaction, no free pricing)
however the production is quite basic and provide no added fun (Press F indefinitely)
In Feudal, Armors stay in supermarket, but weapons are now done by independent producers with their own specialties, pricing. They also have to engage with the buyers to sell their stuff.
Which make the production and the selling more interesting.
This situation cause a relative rarity on weapons especially for poor people and create a more stable environment where people aren’t so willing to take useless risk as they may lose their weapons (Money + time spent buying them)
Overall I will check it, but it will create a more realistic and peaceful environment than vanilla pw, as well as shorter wars, and fewer and riskers hostiles interactions (such as robbing).
I still suggest that you make ingame lessons especially for jobs where people are little knowledge in order to make sure that there is no market shortage.
Also put a limit on basics resources stockpile (like wood, or iron) to avoid people stockpiling to infinite basics resources when people lacks of linen or wheat for example.
Anyway, you are getting close to a organic and working economy, and that quite great I must say.
+1 for ladder spam ( No problem with server load ? )