I don't think shopping is much fun. In the real world it is tedious and repetitive, not to mention loud and crowded and annoying if attempted in physical buildings instead of online. I don't like it much in games either and I don't think I am alone in this. Recently the DnD Next blog talked about the new systems they are putting in place for characters shopping for gear in Next. They are planning on having a hybrid system where characters can either shop for things individually or just buy gear packages from a short list. It all just seems ridiculous and really shows how much the focus is on old school dungeon crawls. In those mazes full of deadly traps and magical teleporters characters needed a ten foot pole, chalk, a bell, fifty feet of rope, a grappling hook, and pints of lantern oil. When the door to the place randomly seals and you need to spend ten sessions underground it is critical to know exactly how long your lantern can hold out, after all!
What makes me shake my head is the idea that this is how people play. I can't imagine that groups regularly spend their time clearing out these insane labyrinths and actually make use of all of this junk, much less think that obsessively recording the cost of these simple things is worthwhile. I always loved how the game apparently was built around the players hauling mountains of copper pieces out of dungeons and keeping track of each of them as they were used to purchase candles while also assuming that the characters regularly dealt with amounts of money in the millions of copper. Do normal people obsessively track the number of pennies in their pockets or the change jar at home? Why would anyone think they want to do that in a game? I have actually seen people talk about how new players don't know all the tricks for optimizing a characters's inventory against the standard sort of challenges that come up and this mindset just leaves me boggled.
When fantasy games are built around the premise that the characters are powerful and important it just doesn't seem reasonable to also assume the players will want to count utterly trivial sums of money to keep track of their purchases. It isn't as if this is even defensible from a realism standpoint as the costs of things in game books do not reflect historical reality at all. It seems to me that barring some kind of game where the characters are and remain dirt poor (and where the players want to roleplay being desperately broke...) the only sensible approach is to just let people acquire whatever they want in terms of mundane, simple gear. You want a rope? Fine, whatever. Write down what you carry with you, forget about the price, and ignore the list of gear tailored to professional dungeon delvers because those don't make the *slightest* bit of sense.