I can kind of see where you're coming from in saying that the reusable aspect needs to be removed, but when you put into consideration that, for the most part, the blue/prototype versions of the stims, medpacks, and adrenals are actually better than the reusable ones, it becomes clear that reusability isn't severely "limiting sales" in a way that would demand action on the developers' part. The blue/prototype consumables are exactly where biochem has an opportunity to make money and develop a market, especially with PvPers who are looking for that extra edge in Warzones.
The reusable medpacs are, as everyone else has said, rewards for putting in so much time and money into crafting. Additionally, if the reusable aspect of these craft-ables are removed, then the player who spent all this time and money now needs to spend even more on crafting consumables for himself. If you remove the reusable aspect of this, you're actually inhibiting the creation of a market for biochem consumables because the crafters will be forced into a scenario where they must use their resources on things other than supply for the market. In fact, I would argue that players who choose biochem have the best market because they craft the reusables, never have to spend resources on themselves again, and then put all future resources towards supplying the market.
Is this really that different from crafting armor, weapons, or mods? Not really, because all those professions allow the crafter to create products for themselves and never have to worry about wasting resources on their characters again. Removing the reusable aspect of biochem consumables is akin to putting a cap on the amount of damage you take or the number of times you die while wearing armor you crafted through armormech or weapons you made through armstech.
The reusable trait of these biochem-exclusive items is NOT an issue to the game's economy and is actually what allows the biochem user to put their resources into the market.