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They created a system that has a low chance of the special mod, it requires 10 gems, and a rate of 1 gem per 10-20 min of digging.
This all adds up to a system designed to benefit scripters.
Since this argument can be applied to any and every resource via a harvest system (and even a buy-from-npc system, especially one of limited numbers like reagents), how do you propose to ever balance the concept of resources and rarity?
In terms of MMO gameplay for resources, you have one of two "competitive" options: risk (of dying/losing stuff) and time. Since UO allows people to play non-combatant characters, and is not reliant on level-based zones to restrict people, that means the best method of allowing for resource rarity is to focus on the "time" aspect.
So if you remove the time aspect, you remove the rarity. If you raise the risk aspect, you raise the anger of the "pure-crafter/gatherer"... the first way doesn't impact scriptors at all and the second you **** off a segment of the player base.
If you return to the non-randomized method of mining/jacking, you've only guaranteed scriptors and effective monopoly of high end resources.
If you want to mention scriptors, mention that the problem is NOT the design of the game, but the fact that scriptors can operate without much risk of being caught. The ONLY way you resolve the scripting issue and retain the concept of "higher end, rarer materials" without putting them behind combat walls is to pro-actively remove the scriptors as much as possible.