Yeah as a game design choice this is probably a mess of an idea, I had this idea before as well, but having procedurally generated materials with minor efficiency percentage changes only ends up messing with people trying to make nice setups for themselves with proper ratios.
The best example on how this sort of thing can mess up designs is Factorio 2.0s Beacon Mechanics, where there is now a weird logarithmic-ish curve when having more than one Beacon, which make designing things far more “try and guess the solution” than it should be. Note that those Beacons are better designed than what they were before, but the Formula itself for that Curve is really awkward.