Mechanical Trap Minimum Cost
It doesn't look like you're pricing that trap correctly. Here's from the mechanical trap rules:
The base cost of a mechanical trap is 1,000 gp. Apply all the
modifiers from Table: Cost Modifiers for Mechanical Traps for the
various features you’ve added to the trap to get the modified base
cost.
The final cost is equal to (modified base cost × Challenge Rating) +
extra costs. The minimum cost for a mechanical trap is (CR × 100) gp.
And from the trap creation rules:
The base CR for a mechanical trap is 0. If your final CR is 0 or
lower, add features until you get a CR of 1 or higher.
By the rules, you can't create a trap below CR 1, and the minimum cost is 100g.
Trap Math
Lets look at your costs compared to the rules. The base cost is 1000g.
It is location trigger (no cost)
Correct, this is no change to the base cost.
with repair as a reset (-200gp)
Correct.
there is no bypass
No modification to cost.
the search DC shouldn't be more than 20 (no cost), if not less (-100gp
x (20-DC))
Correct, so a search DC of 15 would be a modifier of -500. Total of -700. You have no extra costs, as there's no alchemy involved.
Your cost is calculated as such:
The final cost is equal to (modified base cost × Challenge Rating) +
extra costs. The minimum cost for a mechanical trap is (CR × 100) gp.
So you have (1000 - 700) x 1 + 0 = 300g. You could get it down to 100g if you lowered the save DC on the pit to 18 instead of the base 20.
Note that you currently have a CR 0 trap, and the rules require minimum CR of 1. You can get to 1 without increasing the cost by adding average damage (adding 7 average damage increases CR by 1). This would not increase the cost.
What if it really didn't have a cost?
If something really doesn't have a cost, you can make something up. For "digging a hole in the ground", the cost is time. The PCs can do it themselves, or they can hire someone. An untrained labourer costs 1sp per day.
The economy in 3.5 doesn't make a ton of sense, so you can assume the extra cost in a trap vs a hole in the ground is what's required to actually fool anybody into ever falling into it. It's best not to try to expect too much logical consistency on this stuff, becuase unless you use houserules, it doesn't exist.
How Long Does Digging a Hole Take?
Races of the Dragon p.98 has rules for using Profession (Miner) to mine, which you could also use for digging a big hole for your trap. The rules cover how long this would take based on how good a check you can make, with modifiers for different type of ground. You could combine those with the hireling cost to get an idea of what it'd cost to hire a bunch of people in town to dig a 10x10x10' hole.
(Summary version: a medium size miner can empty a 5' cube per day with a DC 15 check. DC 10 would do half of that, and every 5 you beat it over 15 lets you do another 5' cube. Large size works twice as fast, small half as fast. A second medium miner can assist and use aid another to boost the role, while smaller creatures can have more assistance.)
Now that you have your hole, you'd just have to figure out how to conceal it. There's no particular rule for that outside of the trap rules that I know of, but you could make something up.
Best Answer
No Cost - You're Not Crafting
Scroll Esoterica doesn't reference the Crafting action in any way; neither do similar "make an item" feats like the Rogue's Poison Weapon (which is a terrible feat that I don't recommend in 99% of builds), Scroll Trickster's Basic Scroll Cache, nor the Talisman Dabbler Dedication. The Alchemist's Advanced Alchemy and Quick Alchemy don't mention Crafting nor purchasing - they also use generic words like "create", "make", or "prepare". Given that the text in the Alchemy description above reinforces that these are "at no cost", I think it's clear enough to say that the rules say that these do not cost.
About Extra Spell Costs
Per RAW, since the costs of any material components are a part of the scroll, and the scroll is made for free through Scroll Esoterica, you could make something like a 6th level Restoration scroll for free, saving yourself 100 gold. Of the 7 spells that have "gp" in the text (so spells that require something with a certain gold value), the only one I'd be worried about losing the gold cost is Raise Dead. I'd simply rule as a GM that you must still pay for Raise Dead. Even then, if you don't mind making death cheap (which some campaigns will be totally fine with!), then it's not that big a deal.