As I said, it's mostly a matter of aesthetics. It feels jarring (to me) that all valuable items sell at exactly 25.0. It would look better to get some differentiation. It would also feel more rewarding to get at least a bit more money for the best items.
But it will also allow players to compare two high-end items, to get an idea of which one is more valuable (without first having to sell them to a store and buy them back, that is). Not that the game's value-calculation is all that advanced, but it's probably better than the estimation that new players make when comparing lots of good-sounding properties.
I chose the numbers so that the net income in a game should stay approximately the same. But instead of selling 1000 items at exactly 25.0, you will get some differentiation between the high-end items. I chose an arbitrary max-cap of 27, but if the new max-cap is hit often it's trivial to create a higher cap and stretch out the progression more.
Increasing the max cap to 35 at let the function reach it at 2000+
Range from 0-2000
Using arctangent to smear it out even more.
This doesn't give the "safety" of an absolute max cap. The possible danger is that if the value-calculation goes crazy and estimates a value at 90-billion then the sell price won't be capped. But that's probably not an issue, as such a bug should be fixed anyway.
Range from 0-5000
