For a node that you're going to energize, you definitely want it to be big, since centivis devices can only draw centivis from one source, and there's no such thing (in vanilla TC or any addons I'm familiar with) as a centivis battery or buffer. So if you're eventually going to want to use any specific amount of CV/t, your node has to be big enough to produce it *all the time*. And the charge relay can use all the CV you throw at it (as far as I know), so the bigger your node, the faster your wands and scepters will recharge.
Also worth noting that the CV/t of each primal aspect produced by an energized node is proportional to the square root of the largest aspect within the original node that breaks down into that primal. So, if you manage to find a node with 100 Fabrico or some other aspect that breaks down into all six primals, you may as well go ahead and energize it. It's going to take a long time and a *lot* of crafting tables to get a hungry node up to that size.
Also note that bright and pale nodes give a plus or minus 10% modifier (respectively) to the size of the largest aspect for each primal before taking the square root. It really doesn't make a lot of difference unless you want to get your energized up to a specific size- bigger is always better.
Protip in dealing with hungry nodes: If your Node Destabilizer doesn't dehungrify them, Taint will. Grow the node until it's big enough, toss some bottled taint at a block somewhere near it, wait for the node to stop being a black hole, jar/telepose it, move it to your base, start it energizing, and plant some Ethereal Blooms nearby to clean up the mess. In that order. Energizing a node will nullify its environmental effects, but not if the node eats the stabilizer or transducer before the process is finished.
After all that, you're most likely still going to want unenergized nodes and a recharge pedestal, since staves don't fit in the arcane workbench and thus cannot be charged from an energized node. Bigger nodes don't charge much faster than smaller nodes, so your best bet is to bring in a bunch of naturally-spawned nodes with a range of aspects between them. If you haven't allocated a large amount of space for your recharge room, you're going to need stabilizers to keep the nodes form bullying each other. Yes, this will reduce the rate at which the nodes recharge, but it's really not a big deal- after all, nodes aren't hard to find with the help of Goggles of Revealing, and you're not likely to need more than a dozen even if you do stabilize them. If you're really worried about it, though, you can fit 64 unstabilized nodes within the effective range of a Recharge Pedestal without any of them bullying each other. The Pedestal can draw from any and all nodes in a 17x17x17 cube centered on it, and nodes will not bully each other if there are 4 or more spaces between them in the X, Y and Z directions. Thus, a 4x4x4 grid of nodes with 4 air/stone/whatever spaces between them (and 5 spaces in the middle planes, for symmetry) will fit neatly within the range of a Recharge Pedestal placed at the center.
Jarring nodes works reasonably well to move them to your base. Sure, the vis used to jar each node and the chance of damaging it are annoying, but once again, both can be offset just by moving more nodes to your base. Teleposers work very well: they're cheap, can be reused over and over for virtually no cost, and they will never damage the node. The only real downside, if you've already gone through Blood Magic progression, is that some players consider them to be a little overpowered for those exact reasons.