If anything, the mobs would be the BP's, so they would be available most of the time except for a small % of types.
This looks to me like you've only taken a look at mining amp BP & component BPs.
Vehicle: all BPs L
Furniture: the vast majority is L
Armorplates: all or a large percentage are L
weapons: all armatrix are L
Tools: have quite a lot L ones too
Tailoring: many are UL, but there's also a lot L (like sneakers)
Texture: may be 50:50
Sure, a large potion of component is UL BPs, but the final product is pretty often L BP. And it's the final product that gets you the money, not the components, the components are useless/worthless on their own.
Some notes on hunting:
There are not many mobs that you can kill in one shot like crafting has, some punies and other low level mobs, sure, but anything with 400-500 HP or more are unlikely unless you get some nice crit with buffs.
So if you really want hunting to be like crafting, they need to provide weapons that do 1000 or more damage per hit (up to the highest mob HP in the game)....since every BP only takes 1 click to attempt.
I would suggest you give up on the comparisons between crafting, mining & hunting, each profession is its own, otherwise we might as well say that sweating needs to be amended to fall in line with the other professions as well.
but unlike crafting the hunting isn't tiered. You can straight go for what you want to hunt, a crafter can't always go straight for what he wants to craft.
I agree, crafting, mining and hunting are totally different to each other, that's why they need to be treated differently when it comes to TT-returns and volatility. Because of the tiered sytem and many BPs for final products being L crafting needs a much lower volatility than hunting does where you can straight go for the mob you want.
don't get me wrong, the basic idea of the tiered crafting system in itself is actually pretty good, because it assures that common ressources are burned in large quantities (to get higher & L BPs)... however, it falls apart with low tt-returns and high volatility, because the costs to get the higher & L BPs may be so high in comparison to the MU of the crafted final product that's it no longer worthwhile going for those.