I understand your position. Reacting too quickly can cause unforseen issues.
However, think about this. If some users did decide to train more when inflation hit the market, what is their incentive to sell those trainees and, theoretically, drive prices down?
For example, I'm training two yiung inside playerson my Utopia team. I've spent several seasons training outside skill (OD, HN, DR, PA) to the 10-14 range. Inside skills are now around 10-12 and rising. They are 3-4 seasons from being finished.
What is my incentive to put them on the market? There are no comparable players to replace them. The cash I'd get for them wouldn't help win more games by itself.
My point is this. If users decided to train more when prices went up, it wasn't to increase the quality of players on the market. It was mainly to create players for themselves that were either unavailable or unaffordable otherwise.
The problem is, that still doesn't fix the inflation issues because even the best trainers in the game will only be able to get 3 players per training cycle to full potential.
All the changes made to free agents and the economy to remove money won't matter unless more players hit the market and the current training system can't fill that gap quick enough. Too many high TSP players were removed from the game while the number of users in the game dropped. Add that number of players back in the market and inflation would drop
Personally I think the rate each skill trains at is perfect. What needs to happen is to increase the number of players trained per team. The simplest way would be to allow teams to hire another trainer position and train more players, at the current skill training speeds, each season.