When MindForce was first introduced, i remember that the "offensive" MindForce abilities was pretty economical inefficient. I think most of the offensive chips had a dmg/pec of below 4 pec, while even the worst ranged weapons had 4-5.
I'm not sure how much that changed today, since i haven't been that much into MindForce and to be honest, the only point interesting in MindForce are a hand full of abilities, like Teleport Chip and Heal chip (to heal up after killing a hard mob) and ressurection of course (hard and expensive to get).
So i think that this is the limiting factor of MindForce price/markup. For basicly all other weapons (exclude melee and the new ones with explosive projectiles), the cost of ammo was always 1 pec/cell @100% markup.
But MindForce changed this, since the TT value of Force Nexus was already 1 pec @100% markup without sweat. In the begining, a bottle Sweat was ~1 pec iirc and force nexus was slightly over TT (110% or so), which resulted in the markup of approx 200-210% for Mindessence.
At least even at the begin, the 200% was pretty expensive and not many people really used Mindforce other than to skill it for future changes/buffs.
So my suggestions for MindArk would be simply to cut the TT value of Force Nexus by half, but keep everything else like it is (i.e. an Ample deposit of Force Nexus will still return same TT value of it, just the double amount).
This would have the effect, that Sweat@~0.50 pec + Nexus@100% would be apporximate 1 pec in total (line a enegry or blp cell). At current markups this would result in 0.7 PEC per Nexus and 0.55 pec for Sweat for a total of 1.25 pec per ME.
Another side effect is, that this would allow more "space" for price fluctuations, without making the use of Mindforce uneconomical. And the price could be corrected by the market by supply and demand.
At the moment, this correction aren't possible, because the of the TT Value (and the current markup) of Nexus. With Nexus being 1 pec and Markup, the lowest possible price for ME would be 1.4 pec (with sweat for 0

). But since no one gather sweat for free, there is at least 0.4-0.5 for sweat.
It's already proven that such a change could be easily done. MindArk already did a change in TT prices on some items/drops, shortly after
PE went gold.
At this time, the hides and skins had a pretty low TT but droped pretty often (the TT value of most hides and skins was ~1-2 pec or so). With one VU, the prices simply changed and the skins/hides got merged. So if you had 50 Longu Skins at 1 pec before the VU you had 1 Longu Skin at 50 pec after the VU. (This also had some funny side effects, like having a stack of 0 skins, worth 3 pec or so :P)
The second way to improve this, would be to make the Sweat Gatherer skill much more efficient and more significantly increase the outcome when sweating, so that the amount of bottles you can sweat (and chance of success) significantly increase. So you if you sweat gather double amount of sweat per hour with 1-2k skill in Sweat Gathering, then you would earn the same amount for half price.
This idea is good for mindforce users since it would drop price of Mindessence by ~0.2-0.3 pec, fair solution for the hardcore sweaters but bad for real new players, since their income wouldnt be that good until their skills are high enough to increase their amount of gathering.
I like the first idea much better of course, since the drop in costs for ME would even allow people to use Mindforce to hunt, since i think almost no one does real hunting with Mindforce Blast Chips (hunting for sole purpose of skill increasing doesn't count :P) and mostly use it for defensive, healing or teleporting.