I’ve seen a lot of players make this argument over the years, but personally I don’t get it. I’ve never had any trouble finding level appropriate dungeons/areas for acquiring the crafting resources needed to further my crafts. Including: Herbalism, Alchemy, Smithing, Leatherworking, Tailoring, Enchanting and Woodworking. I suppose Gilding may be a bit more restrictive but even then there are some options for avoiding low-level areas. I think more often than not, players don’t realize how expansive the server’s crafting options are, or they aren’t willing to roleplay needing help in their crafts from other players. At least that’s been my experience.
Have you polled many players who are unwilling to team up with others that make use of crafts? My own woodworker has been working with alchemists and smiths since the beginning. It's great fun to start crafting at a low level, with a team of others helping you as you help them to make the combined products, but once you get to a certain level, things change.
Let's say you hit level 14 or go beyond. Your only source of palm trees is a place where most of the enemies are in the level 6 range. Your only sources of steel have enemies that level 8s can easily kill with a group. Most of your herb gathering will be done in areas where low levels would also like to be picking herbs, since most of the server is designed for low levels, because at around level 8-10, few ambient threats can challenge you.
Sure, troll leather, adamantine, and devil/demon horns are in areas where level 14+ characters often are, but not all gear is made out of these. And finding one rare herb in Perfidus every 4-5 times you visit isn't the reason you visit, it's just a nice find.
Enchanting doesn't come into this discussion, it's a high level thing as it is. It's not in a terrible place but you should bear in mind that the Temple of Anubis is farmed repeatedly by parties far higher level than should be there for this purpose.
The recent update doesn't change that. Half of the heal potion's herbs can be found near, and will continue to be sourced from, Vallaki. And no alchemist without a death wish will be going to Ghastria or Sithicus, two of the most dangerous domains, in search of mid-tier alchemical reagents. They will be a bonus, especially in Ghastria where loot is commonly the same as the Vallaki outskirts temple crypts.
You would need more tiers of varnishes for this to change without making it too easy to get utter dark residues -- and I don't expect they will change that. You would need more tiers of spawns in the world, more tiers of crafting product, etc. -- and I don't expect they will change that either. It is easier for them and us to just not think about it. So, speaking of the "more often than not" situation, players plainly don't care to become a smith, herbalist, or tailor, not for not realising where to go or what to do, but because they know how many hours they must invest in something that will find them clicking away at a crafting table, and they know that they will eventually reach a higher level just from investing that amount of time into the character, usually on enemies that stopped granting them experience several levels ago with or without a party. That's time they could have spent roleplaying and hitting dungeons appropriate for their level in the meantime.
Those people who do invest all that time are perfectly willing to buy ingredients from lower levels. Every herbalist I've encountered will buy herbs, and at least on my woodworker I buy horns even though I could just go farm them myself. It saves time, but it doesn't patch the issue even if it promotes player-driven economy. And you definitely don't have some regular thing where parties of level 8s go to clear out Dvergeheim and bank the ore until they can find someone who will buy it. It's not the unwillingness of the smiths to have more ore, it's the fact people tend to naturally grow out of a dungeon after doing it once or twice, let alone making it a regular thing for the sake of selling to another crafter.