Energized nodes are mid-game thaumcraft tech. They should be late MV, early HV stuff going on here if you want to relate it to GT. Naquadah is near end game stuff.
They are, even when they had EV wiring in them they were. The difference is this makes them late MV with a very rare resource as opposed to early HV with rare resource. Not really sure how you'd argue mid-game, they're one of the most late-game things in there that isn't in the eldritch tab, and also the gate to the focal manipulator (which is pretty much the only meaningful thing they are needed for). There's a couple of others like boosted crystallizers or the infernal furnace without ignis essentia but those are merely boosts to already functioning items, they're damn near useless for charging a wand compared to the really solid options of things like bees. Naquadah is used for endgame stuff and the ingots are mid-late HV yeah, but just because something is used for lategame stuff it doesn't make the acquisition of the material in raw form endgame in itself, it's a lot easier to do things like collect iridium or tungstate ore than it is to actually use iridium or tungsten.
Naquadah is actually really rare in the wild. It doesn't really spawn in the end anymore, if it all. That's been changed. And that was if people even have access to the end with HQEE. Just because a team of 8 veteran people can rush the ender dragon in a couple of days doesn't mean that every player ought to be expected to kill the ender dragon prior to midgame. And you certainly shouldn't balance mid-game gear around reaching GC asteroids.
So late MV early HV is midgame? I mean maybe it's in the middle of progression sure but if you can't deal with the dragon by that point you're probably doing something wrong or giving absolutely no care to combat, because it should absolutely be within your capabilities by then. It should spawn in the end too, at least the small ore should, swear I've found some while checking around the end for testing things in creative.
And certainly you can transmute Uranium to Naquadah. All it takes is researching the vast majority of the thaumonomicon, getting insane levels of warp, opening the eye, fighting through an eldritch dungeon that can be more deadly than the End, and then doing it again. Implying that someone that is doing Thaumcraft is going to be ready to transmute uranium into naquadah prior to having an energized node is just plain silly, and frankly disingenuous of Xavion.
Ah yeah, there should be two method of turning uranium to naquadah, one requires all of that, the other stops at about step 0.5. You need a good bit of warp sure but that doesn't require anything close to the vast majority of the thaumonomicon and you only need void seeds for naquadah, primordial pearls just offer a simpler alternative with higher raw resource cost. It requires basically all of the transmutations but that's just one tab and not even all of that. It's harder than going to the end and finding naquadah, but it's not the basically finished thaumcraft and definitely does not require primordial pearls or opening the eye.
The Node Transducer should have never had EV wires in it either. It's just simply not EV or end game gear. And it hasn't been like this for "a while" now. In the 3.1.x version it was still a vanilla TC recipe of a node stabilizer, nitor, iron ingots, a redstone comparator, and a couple redstone dust. That was a while ago. 3.2.x is barely a month old yet.
Feels like longer, maybe because it was for me as that recipe has been there for quite a while, EV wiring doesn't need EV anyway, it's just used for that. The only EV things are the osmotic enchanter - and that was a close call away from being disabled - and the HV magic generators which is a lowering of the cost iirc, not that they aren't good anyway. I could add an alternate recipe, but if being early HV is disliked while being recommended within the same post that says it's a stupid idea I'm really not sure what to go off.