Crazy to read this right after finishing my run for the day last night. I did a 3/4 full run, having missed three regions of the map but doing a combo mining+herb run. With access to only three nation mines, only two of which hold Neth or Iron, I tend to rely more or less entirely on wild nodes for my supply and tend to blend both into a single route if I'm playing solo. A combined run can take 3-4 hours. A mining-only run can easily take 2 hours if I'm not completely locked in and am collecting every ore along the way that I currently have mapped. It doesn't even get me a full kill and this doesn't include the leather cost.
As Prim said, there's also the fact that as nation mines got rolled out, there's now less and less wild nodes to work with as the resources are pulled away and relocated into locked mines, as evidenced by empty node rocks. Don't get me started on the fact that Iryalen had NO ORES WHATSOEVER for the first two months of the map - we had rocks, we had gaps in walls, but not a single piece of the ores meant to be on the tiles. That's two months of materials lost because they straight up weren't implemented until we got a pasted mine, and that only happened because I pointed it out and it got ticketed to the tech team.
We've also tried to determine the patterns of node placements. Across the map I've noticed about three areas where terracotta remains on the terrain where there was likely a node planned, then removed in favour of something else or abandoned during placements. On top of this, we've also tried to determine - are nods placed in groups of three? Groups of four? It seems as though the majority of herb nodes are done in sets of four, while others are in sets of three depending on what they are (for example, amberiddle has 16, two sets of 8, beardweed has 8, but drakestail has two sets of three). But some herbs seemingly break that rule altogether, so it becomes a guessing game of whether or not a mistake was made or if it's an intended feature to limit the herbs. Or perhaps a miscommunication somewhere. Who knows?
I hit every accessible iron+neth node I am aware of on the map, but if one run barely gives a kit, and seeing as roleplay tends to take priority over farming, it's hard to build up mats. It's not realistic to expect someone to take 2+ hours of their day grinding that could be spent on roleplay to not even get a full kit, and there's the very real fact of course that not everyone has access to every mine to boost the total gains. Add the risk of roving farming groups or bandits, and it sets the scale of risk/reward off kilter. I wouldn't mind if there were more uses for some of the ores but priority goes to neth+iron, and those are few and far between in the wild.