I havent looked at it myself, but Silvermith use Ore, so I'm guessing its the same as with Smithy TW are too heavy handed with tweaks and most likely the amount of raw materials is way to high vs demand of the finished goods.
Example the iron ore for smithyworkshop is now 6 units as I've mentioned in pm's or asked you if my finding was correct rather.
This is an excessive amount of mats and tanks the profit margins hard.
Overall though if you get 50-100 denars pr day and the cost to buy the shop is 25000 = 500 days or 250 days to break even.
Which just dont feel "rewarding" for the player.
Even when its 200 denars it just dont feel rewarding.
As the other poster says its "based around a longer game" than the current format really makes it be.
Just dont feel rewarding vs investment.
I've touched on it before on realisme vs "fun", and the mix they go is that its really fun for ppl who like to micro-manage and play the markets, for those its a super huge profit easy.
For more casual gamers of this aspect, its tedious to say the least, you really shoudnt need to have a minor degree in finances to get this aspect of the game to be fun for the player.
I think they just "overdid" too many aspects of the game, and added in to many complex mechanics which makes it more realistic, but also less fun(unless of course that is your idea of fun).
That being said for pc-players there is already alot of mods you can use to fix most of the issues that TW is dropping the ball on.
Just feels like the dev is Clavicus Vile at that from TES, where the solution they provide to work, but its always a caveat that is worse.
(Tes = The Elder Scrolls, Clavicus Vile is a Daedric Prince, he offers solutions to your problems, like the father who wanted to cure his daugther of vampirisme - he offered an axe..)