Why punish somebody for going outside their walls in a limited area by having local pools?
Ah, misunderstood. Couldn't you argue that we should never have quests like nomad because they make people travel? Not everyone needs to forage, and most players who do like foraging that I've met in the past 10 years like traveling to at least a moderate degree. Just like farmers don't get gemstones when farming, some rewards get made special for some playstyles to differentiate the game. Currently there isn't really any mechanical benefits to long distance wandering other than very early world mapping expeditions.
Why punish people with close neighbors by having local pools?
-Foraging and hunting have always been competitive resources due to how haven works. If you have to limit people somehow, there will be a form of sacrifice required somewhere. We also already have issues like living too close to people causing mining competition. Haven will always have pressure to live near but not too near for mechanics outside the village walls.
Why punish people for traveling a long distance that happens to involve crossing populated areas?
-Traveling long areas to forage highly trafficked regions already doesn't make sense. You don't want to travel areas more likely to get pvp activity if you're just wandering randomly. Tough nuts I guess?
Why are you concerned about a bot's interaction with global pools when the only foragables people bot (glimmermoss, pearls+flotsams, cave clay) are cared about for such a limited about of time that moving the bot to a new location isn't a problem, or in the case of pearls already imply a lot of pathing between areas.
-Being unable to keep things like glimmers out of the hands of bots is why they're only cared about for a short time. Part of the anti-bot crusade has been nerfing forageables into the ground. If we fix the distribution system, forageables can be good again.
Why make a complicated system that achieves basically nothing except potentially confusing new players when you could just... Have everything be a random% to spawn.
-Been there in W5, we know what happens. I don't think "go to areas with less people if you want to forage cool stuff" is complicated, but you're the one that said it was

You don't need to explain every detail of a system for a player to know how to interact with it.
Botting foragables, even pearls to the degree you can study them isn't even powerful anymore(altho if global pools are removed IMO pearl LP/H should be slightly nerfed). IDK why you guys don't just want a static % to spawn. It really seems like you're trying to compromise a slightly less bad mechanic instead of a bad mechanic, when you could have a not bad mechanic instead of a bad mechanic.
-Goes back to my earlier point. If we can make a solid system that isn't crazily bot distorted, we can start buffing these things to being great like they were back in very early worlds. Bots are why these things suck now. Simply removing high quality forageables entirely achieves the same effect, and people don't want that. People like cool random finds in foraging.