Bit more like 15k per run, but even so, 1.2m is 60% of 2m. Since when is 60% "pretty close?" Actually, more profit is made crafting deaths through the abyss with chances at double runes (which make it nearly impossible to calculate exact hourly profits, but more than nats) in the 90s. I'd guess 1.3-1.4m perhaps. Still, this stuff is just breaking the 1m mark or creeping up towards 1.5m and is not equaling the 2m number thrown out there or even getting close to the 2.5m average at frost dragons or the 5m some people claim to get at TDs.
It's clear that 91 is no longer high enough to be a level requirement exclusive enough to grant massive profits if Jagex wants to realign the game towards a skilling/monsterhunting balance as far as cash in concerned. I think they'll opt to do all the skilling changes through D&Ds and minigames though instead of frequent new content. The latest skill-related updates in reverse chronological order were:
-Bonus XP Weekend (if you would count that)
-Chance at 2x death, law, blood
-Agility benefits to Hunter
-High level herblore potions
-Living Rock Caverns
Of those 11 updates, 5 were D&Ds or event weekends, 1 was combat-oriented, 2 boosted skill-related moneymaking, and 3 increased the exp rates or ease of training. Take what you want from those numbers but I've stated my conclusion above.
Wait, so you want skilling and MHing to profit equally? Correct me if I'm wrong. I highly disagree with that. Unless . . .
Say there was some sort of skilling product (most likely something that aids combat, so it'd be in demand) that required a plethora of skills to make. This is gonna be some random-ass suggestion, but bear with me.
Gorgonite and promethium ores could be bought from Marmaros for 10k and 20k tokens apiece, respectively. Or, perhaps having a high enough dungeoneering level would allow the player into a dungeon that has promethium and gorgonite ore spawns. I'm leaning towards the latter, as I feel it would make the end product a bit more exclusive.
You would need to smelt the Daemonheim ores with overworld ores to obtain the special bars needed, then the bars would need to be smithed into an armor piece. For example, combine gorgonite and adamantite ores to make gorgadamantite bars (lol). Combine promethium and runite bars to make runethium bars (loool). Making the items would require the overworld item levels, plus two. So if you need 99 to make a rune platebody, you need 101 to make a runethium platebody.
Attach any gem from sapphire to onyx to the platebody. Each gem corresponds to a different effect. Levels required to attach are two above the level needed to craft the amulet for that gem, so 92 to attach an onyx.
Finally, enchant the platebody with the appropriate enchantment spell.
There we have it: a bunch of new items that take time and effort to make, and even higher levels. Make these items unassistable, and only tradable once enchanted. Give them some good stats and effects, and the monster hunters will line up for blocks.
An update like this works well for skillers, because it's a reliable, sustainable method of making money that requires time and effort. You can have magic and ranged armor equivalents, too (say dungeoneering, crafting, magic, and runecrafting to make the magic robes and dungeoneering, crafting, hunter, and fletching to make the leather armor?)
EDIT: I'm going to expand on this suggestion. I might post it in Suggestions later.