I'd like to see price volatility itself be a variable that can be predicted (or, under time pressure, roughly estimated) by a player who is paying attention to the relevant factors. So that instead of saying "A 2p game will have slowly-varying prices and an 8p game will have wildly-swinging prices", we'd be able to assess the price volatility of individual resources at specific times and circumstances.
Consider this as a simple example:
Price volatility is dependent on trade volume. Heavily-traded resources are stable, thinly-traded resources are volatile. Recent volume is weighted more heavily than past volume. (This is basically what Nuclear_Wessels has suggested, although the mechanism may be a little different.)
Here's how that would play out:
If demand outstrips supply, the price rises, and vice versa, just like normal. But now "spikiness" matters. As long as demand and production stay close to each other, the price will smoothly rise (if it's being underproduced or demand is rising) and smoothly fall (if it's being overproduced or demand is falling). You can make a handsome profit by shifting into a high-priced industry and know that the high price will be sustainable for long enough to pay off your initial investment. But if there's a sharp swing in demand, or supply - or if someone starts dumping a big stockpile, or buying a big stockpile, then the price can shift rapidly, which invites opportunities for huge windfalls (if you time it right and are on the right side of the trade) and huge disasters (if you time it wrong or are on the wrong side of the trade).
The market that we have now kind of works like that, except that price stability depends on there being roughly equal supply and demand. Higher balanced trade volumes are more price-stable than lower balanced trade volumes, but imbalanced trade is the opposite - higher volumes in a rising (or falling) market mean a faster rise (or fall), lower volumes mean a slower rise or fall. This makes prices very chaotic, which in turn makes it hard to predict future profitable opportunities, and hard to capitalize on them when they appear.
Now, to some degree you want that to be hard. That's where the gameplay is. People who are better at that kind of prediction should have an edge in the game. But there's a line between "hard to predict" and "impossible to predict", and I think the chaos from the current pricing mechanism is on the wrong side of that line. The game is complicated enough that even if the price mechanism lends itself towards relatively easy predictions, people's brains will still be so taxed just keeping up with everything going on that the game won't lose its competitiveness.