Realistically, the effect of anything being magically creatable is to collapse its value to the cost of hiring a mage to create it, so if you want the price table to remain more less as is, you have to limit permanent creation spells to things that aren't worth more than something like $(energy cost -1). The permanent creation spells in GURPS are create acid (4/gallon), create air (area, base 1), create earth (2/cubic yard), create food (2-4 per gal), create fuel (1/lb), create ice (2/gal), create plant (area, base cost 4-15), create spring (5 per gallon output... but not actually permanent, it's really the "dig well" spell), create water (2/gal). Of those spells, only create acid, create earth, create plant, and create spring are problematic, and only earth is a
significant problem.
So, in general the fix is to change all the earth spells to something more reasonable. Offhand:
- All Earth Spells that claim to affect cubic yards affect cubic feet instead.
- Remove all references to metal from Earth to Stone.