Kleptomancy needs some tuning.
Free consumables? Totally cool. Nifty little idea.
Free gold? Not terrible. 20 here... 30 there.. fine.
Free HUNDREDS of gold? Kinda broken... but maybe ok.
Free HUNDREDS of gold AND you can sell the consumables you get for even MORE gold?
Pretty damn broken. I'd be interested to see if anyone's done the math for how much extra gold a player can get in a game with Kleptomancy, but I'd be willing to put a hefty wager on the fact that its pretty out of control.
Easy fix though. Cap the gold you can get per proc at like... 75 or something, and make it to where you can't sell the items you poach.