I like the suggestion (from stealthie I think) to re-evaluate all material costs for blueprints making it so we find what we need naturally doing the "stuff" which needs them if that makes sense. I would suggest looking at stuff we find whilst exploring is PART of exploring so as long as what we need is also there then cool.
The funny thing is, even though I'm not keen on the idea of infinite probes, I find it interesting that FDev seem to have decided to consider them.
Obviously, the thought-process behind it is that people are going to use a heap of them and so players would either have to spend a stupid amount of time collecting mat's to synth them
or the mat's would generate a huge amount of them.
In the former case, that's going to detract from the game and in the latter case you might as well go the whole way and make them entirely "free".
That's actually a perfectly reasonable sentiment and it's something FDev might consider turning into a poster to put on the office wall.
Thing is, we're talking about a game which is almost
all about resource-gathering.
That being the case, you create an inconsistency by having almost everything else requiring mat'-gathering (sometimes to a stupid degree) and this one thing which requires no mat'-gathering at all.
With the original sentiment in a poster on the office wall, surely the best solution IS to re-evaluate
everything so that the need for mat'-gathering remains a consistent requirement, but on a level where it becomes an acceptable (possibly even welcome) change of pace rather than a constant nuisance?