This discussion keeps starting in the middle instead of back where changes ACTUALLY need to be made.
The players are making choices that create these problems. There are really simple solutions, though:
1) The only expenses in the game are food, maid, and gardener. Stop feeding people for free.
2) If you resent inactive roommates getting paid, don't have any. Keep active roommies only.
Repeatedly suggesting that the game be re-designed around these choices instead of simply making different choices is rather like having someone move a doorway to line up with you so you don't have to veer to the left a bit (in other words both selfish and, honestly, ridiculous.)
As for the original complaint:
Both Skill and Money lots are designed to attract multiple sims and keep them on the lot for a length of time. So they already earn more money daily than their Service or Store counter parts, which are both designed for visitors to pop in and out again rather soon. Stores are especially hard hit in the visitor bonus column. Service lots end up having all of the same expenses (food, maid, gardener) WITHOUT the benefit of the visitor hours payout that skill lots get.
So why, exactly, does this "suggestion" KEEP being made for skill lots?
The property bonus and the visitor bonus is (as the name declares) a bonus. You are responsible for your own wages. This is a little extra somethin'-somethin', spawned out of thin air (not part of the community economy) to say "well done, you". Which brings me to my last simple solution:
3) Don't try to live off of the bonuses alone.
By moving off of these three player-created problems, we have a much better chance to identify the real game design issues and find real solutions for them.