The pragmatic solution is, explore your world for interesting looking nodes with compound aspects and Ignis. When you find one, work out what base aspects go into the compounds that are present - as the energized node will have the corresponding base aspects. If you find a Fabrico + Ignis node (for example) would be perfect, as fabrico breaks down (Eventually) into Aer, Aqua, Terra, Ordo and Perdito - i.e. everything except Ignis.
(A property it shares with Meto, Pannus, Lucrum, Machine, Messis, Telum, Tutamen, Instrumentum, Perfodio, Humanus, Corpus, Cognito and Sensus).
Bottle, move and energize this node for a quick arcane workbench power system.
If you can find a node with one of the above compounds, and one (smaller) node with ignis then take both nodes home, place them within 4 blocks of each other and the ignis node in a node stabilizer with a redstone switch. Let the large node bully the ignis node until the ignis node is close to depleted, flick the switch to activate the node stabilizer and let it recharge fully. Repeat until the larger node has sufficient ignis.
Alternatively, if you play on a server / have chunkloaders / time (lots) to burn: go out and bottle 4 to 9 nodes containing a mix of primal aspects. Concentrate on bottling bright nodes until you have one large(ish) bright node in a bottle.
Construct a 7x7x7 (interior) room, place the bright node in the center with the remaining 3 to 8 nodes in the corners. The bright node goes in an advanced node stabilizer if it is not (initially) the largest.
Let it stew until all the primal aspects on the central node are in the low 100's at least.
Then energize it to get at least 10cv/t in all aspects.
Some rules:
1. The cv/t of each aspect is the integer truncated square root of the aspect capacity. e.g. A node with 120aer will produce 10cv/t aer.
2. When multiple compounds provide the same aspect (and/or that aspect already exists on the node) only the largest contributor counts. i.e. a 50 Victus, 40 Terra node will energize to 7 aqua, 7 terra as the largest Terra contributor is 50.
3. Bright nodes get a 20% boost to their capacity in calculations. So a 120Aer bright node counts as sqrt(144), to produce 12 cv/t (rather than the 10cv/t above). (Similarly pale nodes get a 20% penalty).
4. For all practical purposes, 5cv/t can recharge a wand as fast as it can be recharged and is more than enough for the other vis powered devices. As such any node with at least 25 in all the relevant aspects is sufficient.
5. Who settles for sufficient. Make it huuuuge!
ps. This advice no longer holds for Thaumcraft 4.2.* as various high tier aspects no include Ignis. This means you no longer need an Ignis + compound node - almost any high tier compound will do.