Like Sovereignty, Crafting is NOT for new players. It is very much only appropriate for developed players. It also seems unlikely that players will field large armies using the crafted goods - at least not for a while. I notice the Military "Elite" techs enhance smaller divisions which will encourage smaller armies using the crafted goods.
Riding Horse and Draught Horse appear to be the most immediately useful craft goods. The racial weapons using only T2 Res are also attainable in decent amounts.
Over-harvesting of herbs and rare herbs is already taking place. T3 herbs regenerate at varying rates. A good harvester will harvest lightly and scout the site repeatedly to ascertain the regeneration rate and then harvest on a schedule to avoid exhaustion. T2 herbs appear to regenerate very slowly. (They are supposed to grow, right?)
Multi-Cotter groups are great for harvesting hides dropped from larger animal groups. But not for T2 herbs and minerals. Similarly, larger groups of Skinners are very helpful for harvesting T3 parts. Consider using a level 20 Skinner amped by the Guild Record Keeping Tech and that line of techs to increase skinners supported in your skinner city.
I don't see an advantage to Multi-cotter groups for T2 herbs/minerals. Nor am I seeing the need for a lot of Miners and Herbalists.
If a player wants to have multiple Traders, grapes are very important. Again, determine how many you can harvest daily without depleting the site, then use multi-cotter groups to get the daily max - looks like about 19 hours to harvest a full load.
The Trading Hubs are intended to create a stronger need for cooperation - either private trades or proper alliance management of traders assigned to hubs. But for the new player, it should really open up trading of T1 res - particularly for smaller players wanting to sell T1/T2 res.
This is a big change, be patient and allow time to adjust to it. Once the community better understands this stuff, the easier it will be for new players to learn from the vets.