Note that if you drain all aspects from a node, it is even possible for the node to disappear entirely (from Thaumonomicon), or even change type (according to Thaumcraft wiki).
You can also upgrade nodes beyond pale (to normal and bright) by giving them other nodes to bully. I don't know what the probability is, though, so it might take a long time.
As well, note that special nodes' effects will stop once energized, so a Tainted node will stop making taint, and a Sinister node will stop making Eerie biome and should stop spawning furious zombies. A hungry node will stop eating stuff (if you manage to energize one in the first place, that is). It is likely that you can also use an Ethereal bloom to revert any biome conversion due to the Sinister node pre-energization. Unlike a Silverwood with a pure node, the Ethereal bloom does not create a magical forest, but just reverts the area back to its original biome.
Out of the common Sinister aspects:
- Mortuus (Death) contains Aqua, Terra, and Perdito.
- Exanimis (Undead) contains all the aspects except Ignis.
- Tenebrae (Darkness) contains Aer, Ignis, and Perdito.
You can also find other nodes with secondary aspects that have all the primals and convert them to Energized nodes for all 6 primal CV. For example, Humanus contains all six primals, and thus any aspects derived from it also contains all six (e.g. Instrumentum, and Fabrico, which is why people like to feed crafting tables to their deconstruction tables and hungry nodes).
While 6-primal energized nodes are nice for versatility, specialized nodes are better for more throughput for a specific device that needs a specific aspect(s) only. The best, of course, is a Hungry node that you managed to feed a ton of stuff to. Close behind would be a node that you have fed a good number of other nodes to through the bullying mechanic.