It has been said previously
“Certain low level gatherables will have a tiered progression into higher level crafting. So for example you know if I'm gathering... leaves of the blue petal flower to craft a pigment that's going to be used in the development of a tunic that I can wear at level one, then I may need to collect those in order to craft the pigments to craft a greater pigment that might be present in the in the crafting of a higher level item. So it's going to be kind of a tiered progression so that materials have relevancy throughout the different levels of of crafting; and that's important from an economic stability standpoint. You need to have layered demand from a supply standpoint so that players who are interested in collecting and gathering those materials still are relevant when the later level items are”
https://youtu.be/ni4DTaN6JvQ?t=1h00m07s
This has been done in Albion online and it results in the higher level players roaming areas and resources more suited to low levels. Destroying the low level players in pvp or simply outpacing them with their buffs and abilities from levels in order to reach low level resources. In turn, this means anyone not there from the launch will take a very long time to level their professions and likely never craft their level 1 blue flower robe.
Any thoughts on how to combat this?