I will make that bargain modifier thingie equal to zero as you say. It's stupid that a merchant will like you more if you buy and sell a corkbulb root 20 times in which you'll lose no money. My only setback at this point is to cover the disposition change of the merchants. By increasing their speechcraft, I can make it nigh impossible to raise your disposition through bribes&persuasion. By changing one of the globals up there, I guess I can lower the faction bonus which becomes 100 pretty easily. Charm spell is rarely used and isn't worth the effort anyway. The only bug I couldn't fix was one found by me

I create a spell that fortifies Personality on self by 100 for 1 secs and ta da! You got yourself a 100 disposition by spending 10 or less magicka. Any ideas on how I can stop this?
I'd be extremely happy if someone would also tell me what exactly these globals do:
fReputationMod = 1.0000
fDispositionMod = 1.0000
fDispBargainSuccessMod = 1.0000
FDispFactionRankBase = 1.0000
And lastly, is there a way that I can change a global like these on the run? I want to increase the siltstrider fares according to the encumbrence of the player. I want it to be the normal price + some set price times the encumbrence of the player. Normally it's 400. I want it to be 800 + Encumbrence x 10. Can someone help me with doing such a script? I want a similar one for guild guides, too (it goes inversely, so the mathematical formula will be somewhat strange)
Hmm, lets say the character weighs 100 and has 50 enc. That should cost 10 times more than usual for my mod.
50 enc -> 10 times the normal price -> modifier should be changed from 100 to 10
200 enc -> 20 times the normal price -> modifier should be changed from 100 to 5
500 enc -> 40 times the normal price -> modifier should be changed from 100 to 2.5
I'd say pricechanger = 10 x ((100 + enc) / 150)
Then Global = 100 / pricechanger
But I still don't know how to change this global on the run, or even if that's possible.