Spelljammer was designed to fit around the individual AD&D campaign worlds, but they predate it — the AD&D game worlds were never truly designed with spelljamming ships in mind. "Why aren't the PCs making a lot of money doing arbitrage?" is rather minor compared to all the ways spelljamming fleets can change a groundling nations' transportation, trade, and war without ever even needing to do the long voyage between crystal spheres. At some point, you will just have to paper over this incongruity quite a bit, or rewrite the story of Krynn &c. to integrate the starships.
On top of that, the rulebook is a price list for going shopping and getting on with your day, not trying to run an import/export business. The game's not designed to be a thorough economic simulation.
Trying to construct either a fancy trading strategy or a bulletproof reason why it just can't work is going to be a waste of time, because the setting isn't really built to answer this entire class of questions.
If you just need an excuse for why it doesn't work, though — not to win an elaborate argument for someone who's dead set on turning the D&D campaign into a trading simulation, but to smooth over some confusion and discomfort and get on with the campaign you all actually want to play — then you need to step back and look at the specifics of (fantasy-)medieval life:
When we talk about the economics of commodities in modern terms, we get to make all kinds of simplifying assumptions thanks to massive resource, manufacturing, and transportation pipelines. Get that model out of your head and replay the question.
There are many different kinds of steel, with different useful qualities and manufacturing requirements. You're used to a world where "stainless steel" feels like little more than marketing buzzwords, not a major invention full of new possibility. You're used to a world where the alloys and reagents needed for steel-making are inexpensive commodities; but aluminum was a rare and costly thing until, like, 1880. You're used to a world of industrial strip mining and massive super-hot furnaces; your characters can only sort of approximate that with magic.
You're used to a world where transportation is safe and reliable, too. But you're talking about a long voyage here, through wildspace and the perilous phlogiston,. on a ship that costs like 200,000 gp to obtain in the first place. If this was all feasible, you'd still be talking about the equivalent of a Spanish treasure fleet rather than a nice modern logistical pipeline. And the encounter table says there are a lot of storms and pirates in your future.
Is Oerth's steel up to par with Krynn's? Does Krynn mine enough gold to usefully trade it? Et cetera.
There's tons and tons of assumptions here — which is perfectly fine, at some point you're just making assumptions in order to play a fun game! You don't need to step through all of them, either. Just identify the assumptions you've made and reevaluate one or two of them, keeping in mind that you're telling stories about a fantastical, pseudo-medieval world of magic and adventure.