The thing I like the most about this reset is the wild tree quality. It's the first time I actually kinda enjoy searching for better resources, because unlike with water or clay nodes I have actual visual cues and don't have to stop and take samples every couple of screens.
So, what I'd like to see is visual cues added to quality nodes of all times. Nothing too precise, just enough to tell at a glance if it's worth taking a sample.
Nicest way to do it for base resources would be with those non-interactable terrain decorations (forest ferns etc.). For example, soil would have a couple different grass clump sprites, and in areas with soil q over 10 these grass clumps would appear with density roughly corresponding to the soil q. Clay can have mud puddles, mini-dunes for sand and I guess some kind of waves or reflections for water.
For animals the natural solution is droppings. If you see a lot of bear shit in a particular spot that means it's a high q bear spot.
And foragables idk, maybe just make higher q ones look bigger, like the trees.