I've thought of a potential solution to mend this age old ...bug? Game logic issue? Feature? Whatever it is I have a few solutions that may be rid of it... mostly.
Anyways an introduction to what I'm talking about:
When you add a rune, or any other gem type item, it adds the cost modifier of said item to the throwing weapon multiplied by the quantity of the throwing weapon used. Say you use rune X, which adds 100 gold to the item sell cost, and Y javelin, which has 100 javelins, it would factor the cost 100 x 100, making it sell for 10k gold, or the current act's gold cap. This allows for mass amounts of gold profit immediately at the start of the game, and is currently the only reliable way to make gold for honorifics and MOs in speedruns, apart from getting very lucky on apples. As soon as you start getting Ral runes and higher, many of the runed weapons will hit the gold cap on all acts in Hatred.
Now onto the solutions
Reduce the stack size of throwables significantly, to say like 10 for example. Give or take of course, I'm just throwing a number out. None of the throwing spells use any ammo, so it wouldn't affect gameplay at all apart from level 1 in blood moor. You would still sell items for a bit more gold selling runed throwing weapons, but probably not at the ridiculous levels that it is currently in.
Reduce the factor on how much gold rune and other socketables sell for significantly. This would affect the main game a lot more, as they do sell for a pair price if you have no need for them end game, but at that point selling any sacred rare hits the gold cap usually.
What do you guys think?