Hello Pascal and welcome! It's always good to see software developers being involved with their broader communities.

In regards to pricing, I think the key is not "how much money will you potentially save" but "how much will the market bear". Obviously the two have a close relationship in theory, but they are not quite the same.

Also it's important to note, although your product is in the price range of Maya, it is a much, much narrower problem domain in which it specializes, so it's rather hard to say pricing it similar to Maya is appopriate simply because it is a similarly high-end product. Maya is expensive but it covers so much of a typical production house's overall needs (modeling, animation, even potentially rendering) that it easily justifies that price.
As for Massive, yes it's also very costly, and I think your product is at least as interesting and complex to implement (as you say, likely more so). At the same time I think the things Massive does are more in-demand problems to be solved and more difficult to solve satisfactorily otherwise, without significant effort; for cities you can use tile-based geometry or very simple uniquely modelled geometry with higher resolution textures and most audiences will not notice or care, but repetetive character interactions on a large scale are I think more readily noticed and glaring to audiences. And in cases where city detail really is key, often times a real city will need to be modelled and portrayed realistically anyway, in which case I'm not sure your tool is as much use since it is procedural and will take additional work to mimick real buildings anyway.
All that being said I respect your pricing decision and I wish you great success. It's clear you've put a lot of time, effort, creativity, and intelligence into the product and it is very cool. Great work.

- Oshyan