Here is a system I came up with after reading this thread. I'm not going to argue over whether it should have existed or not but:
You can create a very generic and generalised cost system using the availability of items:
Avail Cost (tg)
Dark Heresy Availability levels
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Abundant - 10+1D10
Plentiful - 20+2D10
Common - 40+3D10
Average - 80+4D10
Scarce - 120+5D10
Rare - 240+6D10
Very Rare - 480+7D10
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Rogue Trader Availability levels
Ubiquitous - Virtually free
These should all be GM discretion only. If legitimately buying something with this availability the GM should modify it as much as they deem appropriate.
Extremely Rare - 100,000+1D10x100
Near Unique - 1,000,000+1D10x1000
Unique - 100,000,000+1D10x10,000
Modifiers:
Bolt: Add 1D10x10
Plasma: Add 1D5x1000
Melta: Add 1D5x1000
Xenos: Add 1D10x1000
Power wpn: Add 1D5x1000
Power armour: Add 1D10x1000
Primitive: 1/2 cost
Pistol: Add 1D10x10
Heavy: Add 1D10x100
I'm sure you could go into more detail and this won't represent everything perfectly. Obviously if a similar weapon already exists it shouldn't cost too much more or less than that.
The thing to remember is to look at the availability and compare it to an already priced object of the same type. If you are looking at the availability of a Plasma Pistol (Ryza) (Very Rare) and compare it to the cost of the very rare plasma pistol from the DH book, then it shouldn't have too much of a cost difference, it would cost more though because it's better.
You could simply look at the item's stats and availability, find a similar one with the same availability and then reduce or increase the cost relative to its quality (ie if it is worse reduce the cost by X, if it is better increase the cost by Y).
This isn't a substitute for proper costs, but the availability should give your a very rough idea of how expensive the object should cost.
Hellebore