Crafting - Magical Scrolls

I have a lot of thoughts on this, if you don't mind reading.

Thematically, I like this idea a lot, and I think it'd be good for a lot of new DMs to see the worldbuilding opportunities they have for simple things like this. But I think the extent to which you take the options and choices is a little 3.5, if that makes sense - it's trying to complicate a process that the players (At least in my experience) aren't going to care about much with a TON of numbers. I'm going to come back to this later on.

First, I'm going to talk about balance - In 5e, Consumable items shouldn't be something that can be used every fight. It should be a big deal to use one, the same as a potion. For example, according to the DM's Handbook a Sixth level spell scroll's rarity is "Very Rare" - The same as finding a +3 Weapon or Shield.

As of such, I wouldn't want to allow a wizard to just burn through the rest of his spell slots every night after battle for relatively cheap, saving them for future use. I think both the cost and time of creating a spell should be upped - For the time, at least an hour per spell level, and possibly 8 hours a spell level for spell levels above 5, due to the complexity.

Also, as of right now, a 9th level spell can be transcribed for only 600 gold, with a DC of 17. 9th Level spell scrolls are Legendary; the highest rarity in the game. Legendary items can be the cause of wars, or the end-goal of high level quests. I believe the cost should reflect this; Iwould do so by increasing "Robust" paper's cost from 500 to ~10,000. You may want to re-balance the other parchment fibers and Parchment Surfaces after this.

If you implemented both of these, a 9th level Transcription would take 10,100 gold, and (5 + 32 = 36) hours to create - only five days of work, which is still incredibly low for trapping the power of such an enormous spell. The DC would still be 17, but now there is at least an effort and cost going into creating an Ultra-rare Legendary Item. 5e has a large distinction between fifth and sixth level spells - Fifth is the last level for Pact Magic, the last for secondary spell casters, and where spells really start to pick up a powerful feel. Past the ninth level stuff I've mentioned, I would balance anything above fifth level to require MUCH more gold and time.

Now, I'd like to end with a question, and I hope you don't think I'm being antagonistic or telling you this is a bad idea - I'm not, and it isn't. But in my experience, most players like the addition of choice, but will not want to deal with weaseling their way through tables of multiplication and addition. Their decisions will come down to one of three options, because they're the only three options that can exist: Buying supplies that minimize DC, buying supplies that minimize cost, or buying a healthy mix in the middle.

So here's my question to you: Assuming a competent DM, who we assume will provide equal flavor and description no matter what system of scrollmaking he's using, how is this system better than a mechanical system which specifies this without all the tables? Here's an example off the top of my head, which may be unbalanced or may not be. "You can spend 10/100/1000GP Per spell level for Materials that give you Disadvantage/No Bonus/Advantage on your arcana rolls. For spells above fifth level, you must spend the 1000GP a spell level and do not get advantage."

/r/UnearthedArcana Thread Link - naturalcrit.com