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As I understand it, the issue is that multipliers exist universally. A lavish meal has more multipliers than a fine meal, and more are added on by putting a few of them into a masterwork, steel, gem studded, barrel.
Making multipliers category specific seems like a complicated solution which probably requires modifying the hard-code of the game, which is currently unavailable.
Another solution would be to significantly lower the base value of meals/ingredients to a point where their value didn't make sense logically. This also probably requires access to the hard-code.
A final work-around solution could be to somehow create a permanent export ban of meals. So if you do trade them, the fortress receives a punishment. If even possible, this would take several steps of editing since meals don't, and possibly can't, have [PREFSTRING] tokens.
My current solution unfortunately is don't trade meals, period. It's a personal mandate. If I do, I do so only as "Offer gift", but that itself feels like exploiting game mechanics.
All of this said with the disclaimer of despite years of experience, I barely know what I'm talking about.
EXAMPLE
Items being sold at the Trader:
Barrels: game price multiplied by MOD pricing: X 1 = same price
Prepared Meals: game price multiplied by MOD pricing: X 0.1 = 10% of the price
While this doesn't fix the increased value of your civilization because of prepared meals it does provide an easy fix for the economy issue.
There are more exploitative industries anyway, like trap parts which have maximized value with the modifiers of how well made they are.