Remember the cost for a corp to make a million batches of product x and the cost for a runner to make a dozen doses of product x aren't going to be the same by any means. Toss in the fact that the corps have nonbots, fabricating machines, etc., and it isn't horribly unrealistic that a street chemist would be paying retail or more to put together what the corps release. Remember, mom and pop shops are dead in the dystopia. It's shop corp-made or go home for that very reason.
That said, on the balance side of things, to compensate for spending points in the skill, I'd probably put it at 75% of the cost right now with an extended test equal to the availability for creating it. A glitch costs 10% of the product but adds successes, a critical glitch ruins the batch. I'd probably let the character cook a batch of doses equal to half his skill. He can do more at once by splitting his pool. That's off the top of my head, so it hasn't been playtested at all.