I thought the point of the evil approach was to simply steal people's goods, or kill them and loot their corpses, instead of expecting decent prices from other characters?
1. Pickpocketing was not inherently denoted as evil, since even paladins could travel with capable thieves, and as long as the stealing was succesful you didn't lose any reputation points. I think you didn't even lose reputation when you were caught, only if you killed the (hostile) victim or other NPC's (such as guards).
2. Outright killing people in most cases resulted in reputation drops and was therefore not advisable, interestingly it was less advisable for evil characters (they had lower starting reputation) than it was for good characters. Too low a reputation broke the game because of NPC's being inherently hostile/ Flaming Fist mercenaries spawning.
As a whole, like I said, you were just making life hard on yourself by going evil.
Let me fix that for you:
#2: repair prices differ significantly, encouraging the player to make a cost-benefit analysis of whether he should bother.
This depends heavily on the design. In many games with durability weapons and armor actually break, therefore you don't really have a choice other than to repair things (unless you're flooded with these items or buying new things is cheaper, which would be some pretty weak design in both cases).
This could have worked better if durability works like it was suggested for P:E before being pulled. You could decide wether you go with a "blunted" sword or if you really need it to be in pristine condition. But again, you still have a choice to make there even without differing repair prices complicating things further.
Again, it could be significant for the kind of player who wants to buy everything in the game, but not for the player who wants to breeze through things casually. A world "not designed for backtracking" is a poorly designed world in my opinion, with or without regional pricing.
Eh, regional pricing is exactly one thing that gets in the way of "casually breezing through". If gold is limited enough, you will want to compare prices constantly. This is only limited to OCD players if the price difference is not significant, but if you actually have to carefully manage your funds it will slow the game's pace considerably because you don't want to get stuck with too little funds at some point in the game.