Your argument is a red herring. Development costs should play no part in how a price is set. I might require only $20 an hour and 40 hours to develop something that would require you $40 an hour and 80 hours to develop the same thing. Thus development costs are arbitrary. Prices should only be set based on cost of reproduction plus a reasonable markup for profit.
Why not? If a company spends $50,000 developing a program (A reasonable price for 1 cheap developer employed for 1 year) and then distributes it digitally, you're saying they should only sell it for like $.05/copy? They would have to sell a million copies just to break even.
Not to mention that when a program is shipped, ongoing costs don't just stop dead. There's maintenance, support, sales, advertising, and other such ongoing costs you have to deal with.
And incidentally, unless your app is featured in one of Apple's commercials, the average sales of software in the App store is about 16/day. Assume you price it at the App Store minimum of $0.99 (the only lower price point being 'Free'), which you apparently still think is an enormous markup since you're only taking into account reproduction costs. Apple takes its 30% cut, leaving you with about 70 cents. Times 16 is $11/day. Times 365 is about $4000/year. So to make up that $50,000 worth of development cost would take about 12 years, and God help you if you need to fix a bug, because you can't afford to keep your developer employed during that period or it adds another 12 years. Oh, and this assumes that people keep downloading an app at that rate when you can't afford to debug it or market it in any way.
Software prices aren't based on "artificial scarcity". They're based on scarcity of Programmers, and decent programmers are a very scarce commodity indeed.