So, what's to be done? The fun in TES games (or any game really) comes from giving the player interesting choices and making them feel rewarded for making the right one. When the choice of what to spend your gold on is no longer relevant, a piece of the fun is removed from the game. If the issue is to be resolved, there needs to be some expenditure which a player would regularly undertake that scales in cost to the player's level.
I think the best option is to take a page from WoW's playbook. In WoW, a good player needs items from the professions Alchemy, Blacksmithing, Enchanting, Inscription, and potentially Leatherworking/Tailoring. Each of those also require supplies from the Herbalism, Skinning, and Mining professions. Even assuming Leathworking/Tailoring/Blacksmithing are all part of the same skill like they are in Skyrim and the three gathering professions don't exist (I can't see flower-picking requiring a skill in TES!), that's still a lot of skills that are needed to be effective.
You'll notice that three of those skills are already in Skyrim, but here's the kicker: they're optional. Completely optional. A player can be fully viable on the hardest difficulty in a variety of builds while only buying occasional potions and an odd enchanted item to replace their existing equipment (e.g. a glass shield of health to replace a plain glass shield). Why not make these skills required? Up the difficulty to the point that a player needs honed and enchanted equipment with alchemic buffs to survive and everyone will be looking for thicker armor and magical resistances.
Now, the player doesn't need to be the one who's good at them. In an MMO, other players provide the professions the PC lacks. In Skyrim, this service would be merchants. Merchants who would charge you through the nose to craft you an Dwemer Mace on call (more still if you've failed to supply the ingots), charge you another pile of gold to enhance it, another merchant would make you poor to add fire damage, and the local alchemist would take whatever you've got left for some powerful but otherwise-rare health and defensive potions.
End result:
1) Speech/Bartering skill becomes VERY important. It's current use is really only for roleplay purposes, but if gold is more valuable, investing in bartering skills/perks becomes more valuable as well.
2) Merchants can offer leveled equipment without having a full suit of Ebony and Glass equipment on display at all times. They always have access to basic Steel, maybe Elven and Dwemer as well, but after that the equipment must be commissioned at great personal expense.
3) Alchemy and enchanting would need to avoid duplication of effects. We see this already with magic, where enchanting reduces cost and alchemy enhances power, and if nothing else it's just more fun in general when these two skills don't overlap like they have historically done.
4) Bosses and other big baddies would need to require potions to defeat. Master vampires, dragons, dremora, bandit chiefs, etc should have you reaching for the drinks like a gamer pulling a caffeine-powered all nighter. If alchemy is going to be a required skill, then potions need to be required.
5) More opportunities for player decisions with their gold means more opportunities to reward the player for making good decisions. When you give the player the option to decide to invest their gold in powerful new equipment instead of luxuriously outfitting their bedroom in their house, the player then gets to enjoy beating stuff down with their new equipment, and they're getting to enjoy a more personally-crafted character.
Remember, although this may sound like a difficulty rant, I don't want to see the difficulty go up if the player is employing all of their skill and the merchant options. This would likely require a bit of player training since TES hasn't previously required any player awareness of merchants beyond "I need some health/magicka potions" and "who will buy my loot?" Skyrim does this for the new smithing skill with a quest in Riverwood, so it's certainly doable.
tl;dr Read it anyway you lazy git
