Seems like my original answer was well off-base, here's a re-vamp.
it seems unlikely there will be any serious balance concerns with allowing multiple inexpensive items in a single day and it seems equally unlikely that a powerful cleric could not create potions of Stabilize at a much higher rate
So you can create potions of Stabilize at a much higher rate. Here's the write-up on Magic Item creation.
Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less)
Potions of stabilize cost 25gp, so you could make 4 / day at 2 hours each. What about potions that cost more than 250gp? They have that base covered too.
Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item.
So there's only one corner case here. What about general magic items that cost less than 1000gp?
To start, there are very few items under 1000gp that are not potions or scrolls. They are basically all ammo of really minor magic items.
Can you mass produce ammo or unguents of minor spell? Probably, there is a gap here in the rules.
Is there some balance concern behind this rule, or can it be safely house ruled away?
As long as you keep people under 1k / day, you probably won't break the game. That stated, there are a few ways to house rule here.
I think the safest is to extend the "scroll/potion" rule to minor items as well. So I can create up to 250gp in ammo in a single 2 hour time span. But I would limit it to "5 of one thing", rather than "5 things totaling".
Note the relevant addition for crafting while adventuring:
If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work.