There's a balance to be had. You don't want to spread everyone out too thin and you don't want to cramp up everyone either.
I wonder if their world tools allow them to make world's like a civ map
I think the solution to that is to have tiers of resource-goodness. Most games naturally have that through natural application of resources, but it's important for it to be very deliberate and obvious.
I'll use fish in AA as an example here because I think it's the best pvp resource gathering system in any game I've seen. There are two spectrums of goodness. The type of fish (sturgeon<tuna<sailfish<marlin) and proximity to the docks to sell the fish (the further away the more risk and the longer it takes to travel). This means that the game naturally will congregate the fishing raids close to the docks and if there were too many fishermen they could spread out around the world more.
Here's where the system fails though:
1. There are too many docks and too many possible places for the marlin spawns that if there's only 100 fishermen active at a given time they are super spread out and pirates can't find them easily enough to make piracy worth it. It'd be better if there was one dock in the world with 'deluxe marlin' spawns around it and players could choose to either take the high risk, high pvp, high reward area or take the lower risk, lower reward marlin spawns somewhere else.
2. The fishing pools don't get worse with more people fishing it. In general you want as many fisherman next to you as possible because you make a harder target while fishing and there's less of a chance a pirate will choose your boat.
This is especially true if you're in FRX (pronounced Fish RX) because you've built up a reputation of the entire raid rucking up whenever attack someone in FRX and if you manage to steal a boat the entire guild rucks up to fight you over it. Maybe you're good and you get a boat away from the FRX raid. When you get to the turn in to profit on your work you find there's 50 FRX members waiting for you. So we generally are left alone compared to other guilds...
What should happen instead is that the more people on a spawn the quicker it dissipates and the longer it takes to catch fish before the hole is gone.
So TLDR: Every resource system should have clear tiers of goodness with very few of the best tier and make them in very known areas for the hard-dicked PvP badasses to fight over and have peasant-tier resources around the world for everyone else. And every resource system should naturally get worse the more people use it.