In this picture, there are six harvesting nodes. You cannot
I'm somewhat okay with the chance to fail, even though this "feature" is not present in LOTRO or WoW. Failing and having to spend another five seconds watching the progress bar doesn't actually make the process any more difficult, but there is compensation. You have a chance at a skill point with every attempt (i.e. failing gives you extra chances to skill up), and a chance to harvest lots of any given resource on a single attempt (e.g. 10 common resources and a rare) that gets better as your skill improves.
You have five separate harvesting skills to maintain, four of which are needed in the screenshot. Those skills are capped at five times your level. (Actually, five times the HIGHER of your crafting or adventuring level, but that part isn't that relevant to this point.)
Here's where my pet peeve kicks in. As with WOW and LOTRO, EQ2's early levels go by very quickly. The most recent starting area doesn't even HAVE any harvesting nodes to harvest until players hit level 11 or so (at which point they will be stuck behind the curve at 5/55 in all five skills). The older areas do offer harvesting, but you will still be hard pressed to keep your harvesting skill up to par with your level.
Suddenly, that screen full of harvesting nodes is not a relatively quick string of watching a progress bar for 90 seconds worth of harvest attempts. It's more like three minutes or more of attempts that might lead to 15 skill points. If you're in the dreaded 5 x 5/55 hole, or worse, you're in for easily 30 minutes to an hour of watching the harvest progress bar in areas with trivial foes just to catch up.
Ironically, it isn't that hard or unpleasant to maintain your skill at appropriate levels once you've capped it. It's just odd that the game really goes out of its way to make sure that the single least fun experience in the crafting game is the bare minimal harvesting needed to get out of the newbie areas.