As I am guessing Shaun is referring to me, I guess I should give my perspective on the issue. I know people have a tenancy to take these things personally, so before I start, please understand that this is not aimed at anyone, its just my honest perspective as a merchant. I have met you all as individuals in-world or in correspondence and I like and respect you all. Now, That said.....
Firstly, its always hard deciding what price something should be. You are always trying to find a balance between affordability and a fair price for your work. Everyone knows it takes a long time to make things and I have more time on my hands than most I guess. Anyone in my friends list can attest I am here ALL the time. In a good month, I take about 300-400USD in SL AND Kitely together. A bad month can be below 200USD sometimes. I don't know about living standards in the US, but when you convert that to Euro, its not even enough to pay for a months grocery's. That is party because the market is so small. You can only go with the "McDonalds Model" if you have a billion customers wanting what you have to sell. Sadly, I dont go to bed every night on a huge pile of money.
My pricing for Copy-Mod items is roughly the same as SL (see caveat later). In SL, it is normal for "Full Perm" items to be roughly double or more the price of C/M. Plus, you must also take into account that Kitely takes a higher MP cut than Linden Labs does (20% vs 5% respectively). Now, I understand why Kitely does that, and I believe Linden will be looking at doing that with their new world to offer land at more affordable prices. I am all in favor of that. But I also dont think its fair for the merchant to swallow all of that operational cost. My general rule is 50/50. So Kitely prices often are 10% higher than in SL.
I also expand a lot of sets over their SL counterparts. Lots of my sets contain large numbers of parts. So when you work it out, your paying something like 0.20-0.50 USD per component, even at export prices. Even where there is NOT a load of components, like my trees. You get at minimum 2 (often more) models, in at least 2-3 texture variations. So even without the texture variations, is 7.50 per tree such a huge amount to ask for something you will likely get a lot of usage out of? That you can even take with you to future worlds because its made of mesh? I don't think so. Some of my sets contain 4 or even 6 trees. Is 3.75 (15/4) still not cheap enough? Or 2.50? This isn't taking into account the texture variations.
Take my new Crooked Pathway set. 27 pieces, 4 texture variations. 6USD export. Thats 0.22USD per part.
Or the Rustic House pack 39 pieces, 4 stone textures. 16 USD export. Thats 0.41USD per component
Thats BEFORE the 20% MP fee is applied too.
Also for what it is worth, I have advocated elsewhere for the ability to offer discounts to individuals. A sort of "trusted customer" status. The fear of course is your item is going to be purchased at a cheap price then splurged all over the metaverse. When I have returning customers or people that make large purchases I would really love the ability to give them better prices on future purchases.
And Finally, the part I have to try to say with the most tact...and will therefore probably fail miserably...hell I'll just say it......people
have been buying.
People will ultimately vote with their wallets and by all indications they are willing to spend money on quality items. Ultimately its all up to you as individuals. If you want creators to come and be interested in setting up shop in a small and ultimately limited market, then spend the money. If you dont, then stick with the freebies. I
wish I could come round to your house and force you at gunpoint to buy my stuff, I truly do

I like to travel . But not only is that highly illegal, its also massively impractical. Nobody is forcing you to buy their stuff. If you don't like the price, don't buy it. You do this in real life
all the time. Why should this basic rule of commerce not extend into the virtual world as well?