The only way to solve this issue would be to add goldsinks.
Ding.
Eve is a great example of a game that has spent a lot of time evaluating gold faucets (gold coming out of nowhere) and gold sinks (in cRPG, this is pretty much limited to upkeep and purchasing your base equipment). Since the problem is price of looms, the other side of the equation is the quantity of new 'looms', which is characters retiring.
So either you decrease the gold faucet, increase the gold sink, or reduce the time it takes to retire. The quickest and simplest solution to correct any perceived imbalance would be to create significant gold sinks to cause people with huge stockpiles to burn cash. Implementing a +4 solution will not fix any problem, it will simply create another market that will continue to escalate - because you will go straight back to the gold/loom equation.