For my project I have considered using some kind of auto managed system where prices are based on money supply and item availability/rarity.
Consider this hypothetical example:
A player goes through a dungeon and collects a handful of money; he emerges from the location and heads to the nearest shop; he buys some items from the shop, thus transferring money to the shopkeeper. The shopkeeper is now aware that there is more money in the system, and can put the prices up a little bit (not necessarily proportionately). If the player sells items to the shopkeeper, there will be less money in the shopkeeper's system, so there will need to be a mechanism to track the total money that has ever been put in the system, and the current level of money in the system. This way, the prices can increase even if the money in the shopkeeper's pool decreases. (For example: the player sells something for 100 money units, and then buys something for the same price; the shopkeeper should not count this 100 units as new money entering the system.)
Because the player can go through dungeons and find money, or take it from corpses, it will always be possible for him to afford really expensive rare items despite the increasing prices of items (because prices are only updated per trip to a shopkeeper); the shopkeepers don't know about all the money in the game world.
Another side of trading is item rarity.
There should be some way to account for lots of a particular item being added to the game world, so that the prices of items can reflect the availability of items. Really rare items like artefact neutronium lighsabres etc should cost an arm and a leg; the price should be roughly proportional to the delayed shopkeeper knowledge of the money supply.