The "price tag" is pretty much a balancing game mechanic that's meaningless in-universe. It's at least very misleading.
It is spelled out in Mercenary's Handbook 3055 that you can't simply go and buy a JumpShip. There simply is no market.
Instead, to acquire such a vessel you need to invest at least 15 million C-Bills (or more, in 6-million increments) which represents market research, favors called in, and presumably bribes and other incentives. And that's for the
chance to get a JumpShip.
Next, you need to literally get very lucky (as in, there's a 50/50 chance that the acquisition attempt fails on the first roll and all those investments are lost with zero recoup.
If you even make it to the second roll, you still need to roll 8+ on 1d6 (!) to get a
Scout, and higher for other, larger vessels (up to 12 for a
Monolith). Extra investments improves the target by -1 for every 6 million C-Bills.
As I read the mechanics, you have to chose a ship class first and then roll if you get it. You don't get a smaller ship if you fail your roll; instead, the entire acquisition process comes up empty.
Yup, this is pretty much a seller's market.
Edit: And to add,
Because if jumpships are that rare, why wouldn't they be owned by the state? You buy your jumpship, struggle to pay the loan, or it's a clunker that has been in the family forever, and then one day you find yourself handed suitcases full of cash--enough money that you and your family will be rich forever. Want something else? Fine! here you go, baron! Your very own chunk of an advanced planet, a domain the size of California with 50 million people paying taxes to you. Because if they were that rare? Well, that's what you will get. Most people aren't going to hang on to the family jumpship in the face of becoming instant zillionaires.
I tend to believe that's in fact exactly how it works.
Well, that and one more aspect that's not been considered so far in this thread: JumpShips don't exist in a vacuum (pun...). You don't just go get a JumpShip and it works for you. This isn't a new car, and there is no manual under the driver's seat.
JumpShips are big. Really big. Even a small
Scout class JumpShip is essentially a spaceborne present-day aircraft carrier, with a surprisingly tiny crew. That's a lot of machinery. And a lot of that machinery is decades if not centuries old, and has developed kinks over time. A spacer family who've been living on this ship for years will know it inside out. A tech fresh out of NAIS academy will run away screaming from all the warning lights, malfunctions, quirks and kinks. And most likely won't ever in a lifetime figure out how to coerce the old lady into actually making a jump.
"Before you can jump, you need to override airlock security on hardpoint #2 into safe mode and manually lock the hatch. Also, keep hydrogen tank 4 de-pressurized until the seventh KF coil ring starts to oscillate, then flush the tank with fresh hydrogen, but make sure you've locked down abort sequence 447 when you do that or the jump will fail. Oh, and that panic button on the engineering console broke off so you have to jam it with a paper clip. Finally, keep the nav console well heated at all times, if it cools down moisture from the air might short-circuit all the jury rigged parts..."
In short, you can't easily separate the vessel from its crew. (Except if you're a Stackpole protagonist unit.) The crew are not only highly-trained techs, a valuable commodity in and of itself in BattleTech, they're also the only people around who can make this one JumpShip here work. A prize crew may be able to acquaint themselves with the vessel in the long run, and I presume there's a world of difference between a properly maintained DCMS vessel with intact maintenance logs versus a shot-up hulk from the periphery that you took in a violent boarding action. But you get the idea: Crew are an important, even invaluable part of the ship. You can maybe buy them out as Korzon77 suggests, but you cannot easily force them out; and from what we know about spacers, they may not want (or even be able to comfortably live on) a planetside landhold. You pay them through the nose for their carrying service, they pay through the nose for shipyard services and spare parts.
Finally, I suppose ComStar will somehow have its fingers deep in this matter one way or the other. I've often mentioned my theory in the past that ComStar operates a massive merchant marine, on par with any one Great House or perhaps even all of them together, and we know that they are shareholders in many individual JumpShips or the corporations that own JumpShips. Which may be part of the phenomenon how these ships are treated as sacrosanct lostech, which in turn goes a long way to explain how they still survive even when kept together by the proverbial duct tape and prayers.