Okey first i will quote of what the wiki states;
In the world naturally there will be locations that are going to have a mix of different levels of monsters and difficulty levels; and then those spawn tables relate to the development of nearby nodes. So as nodes develop they'll be changing the spawn tables around them to reflect their further development in the world, presenting new and more difficult dangers that the players can participate in.
Zones and mob levels
Dungeons, Raids, World bosses, Mobs, Quests, Events, Resources, Narratives and other content within a node's ZOI will have a diverse level range; but will scale with the advancement of that node and its racial influence.
We don’t have a strictly level 25 zone. Instead, that zone might have some level 10 creatures near the road, some level 20 creatures deep in the forest, and some level 30 creatures up the mountain. These ratios will change based on the Nodes that inform them, becoming generally more dangerous as the Node grows. All this civilization attracts the attention of Things-That-Should-Not-Be. This does not mean that wilderness areas are safe, by any means. Some may be safe-er, but all will have dangers that even the most experienced traveler needs to watch out for.
New points of interest (such as dungeons and world bosses) spawn as nodes develop. This content adapts to the development of the zone it is in.
Populations will change.
Content difficulty will change.
The content may be different altogether, depending on what is developed and how.
Different types of antagonists with different story lines.
Some dungeons will only be unlocked if nodes are developed to certain stages.
Storyline objectives for players inside dungeons will depend on the story arc paths chosen through the node system.
Drop tables in areas and dungeons will be tied into the progression of certain areas.
Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players
Now to the problem I see;
If we were to develop nodes to the max stage/level (Metropolis) then there will be more of everything within that node (monsters, dungeons, bosses) hence the more focus on that part of the entire map which have an negative impact for explorers to even explore other parts of the world if there are not anything good to gain from it.
If bosses unlocked due to node advancement why wouldn't people just be within that node in order to get the best items?
What is the point of having an open-world if not to explore and be able to gain loot/items new things with a greater value?
With the node system this might be in a risk, so as far i can see there must be a lure to other nodes even if a one has been advanced to the max stage.
TL:DR
The entire world need to be of interest even if there is a metropolis stage node (which will according to wiki, increase the mob count/bosses/valuables to gain)