Firstly, the node respawn time on this server needs to be reduced significantly. Gromsblood, for example, can only really be farmed in Felwood or Blasted Lands. Felwood has a high number of nodes, Blasted Lands has around 20. At any given time you will only see a handful of Gromsblood up at once in Blasted Lands, and when picked it takes a half hour for them to respawn. That's one of the two major sources barren for half an hour because you pick six nodes.

These are the four uses for Gromsblood. It's not much, but titan flasks and rage potions are mass-produced at high volumes for AQ and Naxxramas. There simply are too few nodes with too high of a respawn timer to satisfy the needs of the server. Gromsblood was merely the first example, as this continues to more important herb: Dreamfoil.

12 of the 14 alchemy recipes Dreamfoil goes into are created countless times a day for dozens of raid teams. Almost every single end-game raiding consumable uses 1-4 dreamfoil, with both the caster and healer flasks requiring 30 each. Dreamfoil is in every zone, yet the price has tripled in the past couple months because not even the vast number of nodes can keep up with it. Ridiculously high consumable costs / time spent grinding for them is how you burn out your raiding population and make them stop playing the server. There are a couple of ways to go about remedying this, though. Some of the simple fixes are just to (again) shorten the respawn time of herb nodes. In Gromsblood's case, it would help to also add additional nodes in the Blasted Lands so it's a legitimate alternative to Felwood's 40-some nodes. Those two methods alone would have an immediate soothing effect on the grind; however, there's several forgotten herbs sitting in the corner that we haven't touched on.
- Icecap
- Arthas' Tears
- Sungrass
- Golden Sansam
These 4 herbs are extremely prevalent in the end-game zones, yet see almost zero usage in any meaningful recipes. Icecap is especially painful, with over a hundred nodes in Winterspring and in Alterac Valley. We can put them to use simply and elegantly by having them as the required material (instead of Dreamfoil) for things like the Greater Protection Potions, and swapping around herb quantities in existing flasks or elixirs. Arthas' Tears for Shadow, Icecap for Frost, Golden Sansam for Nature, et cetera. Use these unwanted and worthless herbs (which value on the AH between 50 copper and 20 silver) in existing recipes and new ones alike.
Some quick examples for existing recipes:
- Greater Arcane Protection Potion: 1 Dream Dust, 1 Dreamfoil
- Greater Fire Protection Potion: 1 Elemental Fire, 1 Firebloom
- Greater Frost Protection Potion: 1 Elemental Water, 1 Icecap
- Greater Holy Protection Potion: 1 Elemental Air, 1 Sungrass
- Greater Nature Protection Potion: 1 Elemental Earth, 1 Golden Sansam
- Greater Shadow Protection Potion: 1 Shadow Oil, 1 Arthas' Tears
- Major Mana Potion: 3 Dreamfoil, 2 Icecap ==> 3 Icecap, 2 Dreamfoil
- Greater Arcane Elixir: 3 Dreamfoil, 1 Silversage ==> 2 Dreamfoil, 2 Silversage
- Mighty Rage Potion: 3 Gromsblood ==> 2 Gromsblood, 1 Sungrass (or Firebloom)
None of these would stack with blasted lands consumables, merely acting as an alternative method to create them and have more than 1. Perhaps obtainable from the Timbermaw, since these are tonics derived from beast materials:
- Tonic of Rage-- 25 STR for 1 hour. 2 Firebloom, 3 Snickerfang Jowls, 1 Crystal Vial
- Tonic of Alacrity--25 AGI for 1 hour. 2 Arthas' Tears, 3 Scorpok Pincers, 1 Crystal Vial
- Tonic of Mind-- 25 INT for 1 hour. 2 Icecap, 3 Basilisk Brains, 1 Crystal Vial
- Tonic of Spirit-- 25 SPI for 1 hour. 2 Golden Sansam, 3 Vulture Gizzards, 1 Crystal Vial
- Tonic of Stamina-- 25 STA for 1 hour. 2 Sungrass, 3 Blasted Boar Lungs, 1 Crystal Vial
- Blessed Firewater-- 30 AP & size increase for 20 mins. 2 Golden Sansam, 1 Sungrass, 1 Crystal Vial

And then there's also the missing spellpower elixirs for various schools of magic, which are a significant part of the consumable power gap for specs like Boomkin, Elemental Shaman, and Arcane Mage vs other casters who have Firepower/Shadow elixirs.
- Elixir of Arcane Power-- Increases spell arcane damage by up to 40 for 1 hour. 3 Purple Lotus, 1 Crystal Vial
- Elixir of Natural Power-- Increases spell nature damage by up to 40 for 1 hour. 3 Golden Sansam, 1 Crystal Vial
- Elixir of the Occultist: Increases Intellect by 25, and a chance to get a spell critical hit by 2% for 1 hour. 3 Arthas' Tears, 1 Plaguebloom, 1 Crystal Vial
All the reagents listed for various recipes are up for debate, but in general they seem apt to me. They're mostly in-line with lore based on elements and the type of herb vs what they're creating. If anyone else has suggestions to add on, or change, feel free.