I think when this system is fleshed out, then it is time to balance all the other systems, beause this should be the main game-defining system, with the rest of them wrapped around this, and defined with this system in mind. This might also be why they feel unfinished, they need to be adapted to how the game plays, and that is this system.
For now the urgency is to balance the new system itself to permit the player to have quickly a stable base foundation, even if it don't make money in a first time it must be sufficient to elaborate planning and grow, eventually slow if the rng is bad and quicker if the rng is good.
Note: the money from contracts must also be reduced, managing an entreprise is not playing like in casino hoping a contract giving you 100x what you can gain in a week.
Actually it's not the case, it's like if the player did create an industry without any planning and even without having any solution to maintain it alive while he prepare future invests.
Imagine you create such a thing without any money left to start but the walls. You must go work for the baker for some time to buy the energy, to the motorcycle seller to buy the ingredients for potions and finally you prostitute at night to pay the employees?
I see 3 solutions to solve this problem :
1/ Having a far larger starting money to get at last a real working factory, even small
2/ Reduce or at least change the frequency of the prices decrease, for example weekly better than daily, to give you a chance to anticipate the next week.
3/ A mix of the 2 others.
For now the game, in this state, is a players killer and mainly a new players killer. In a game it's not fun and too frustrating to have so a hard start, difficulty must grow like a hill, not starting at the bottom of a mountain.
edit: I tryed to start with 10k to buy at least the basic level of some business policies and even like this it's hard and grindy and I'm not sure it will be viable seeing how the costs grows.
Note : I refuse to use the money tips existing, it would be not coherent in such a game, you create a factory and get 50$ from sis or searching a money bag to survive would break any immersion...
Just an example : you can expect to sell each day 10 serums for 3$ each and the base cost to make the facory working is 50$. Add the employees salary and do the math... no need to be a genius to see where it goes.