And so this interesting discussion on personal tastes of how much luck should influence 'our fate' in games we play draws to a close. But this spawned from the concern of "those rare, small platinum/aluminium clusters". Now that multiple blocks per rock and bars per ore have been established and gems guaranteed 100% drop rate, nobody is that concerned about the fixed 25% drop chance from mining except in this specific case.
The way I see it, this is less an aversion of "what if I don't get anything from this rare cluster?" and more an aversion of "I don't know how many clusters I have on this embark". It's this desire to do away with luck^2 (I'll explain below) vs luck^1.
All the discussion I've seen so far have been on luck^1 - whatever our feelings on how comfortable we are letting luck influence our games, they have all been under the assumption that the probabilities themselves are deterministic. In D&D terms, you know you must roll "X or greater" or maybe "roll better than that other player". The latter is a more complex calculation but ultimately you can get out one percentage value that definitively expresses "this is your chance to succeed, be it very high, very low or inbetween".
Luck^2 is where even the probability of success is randomised and cannot be determined in advance. This is beyond the level of "roll better than someone else's dice roll". This is approaching "roll the dice and I will arbitrarily pull out a rulebook from this big heap to tell you if you succeed - oh btw I don't even know if there's a rulebook that will declare you to have succeeded for any given dice value. Like, this example rulebook says you need a 4, 7 or 17 and any other values fail".
The people who are uncomfortable with this 25% fixed drop rate with regards to platinum perceive this to be a luck^2 problem. The people who do care about mining platinum but aren't so worried perceive this to be a luck^1 problem. It's a matter of "I can/can't trust there's another platinum cluster on this map even if this one yields nothing". In D&D terms, it would be akin to "I don't know if this tough monster will, on death, immediately spawn a fresh copy of itself with full HP thereby continuing the fight when I really want some down time". If you could magically dowse for every platinum cluster on the map (and ONLY platinum - or aluminium), I don't think there'd be nearly this much resistance to the fixed mining drop rate.
Oh and since the infamous "primitive barbarian defeats battleship in fluke chance" of Sid Meyer's Civilisation games has come up: I understand the transition from civ4 to civ5 is like the transition from D&D 3.5th edition to D&D 4th edition: some fundamentally game changing tweaks to the game. To my understanding, "caveman beat sci-fi giant robot" cannot happen now because there are not enough dice rolls to make that string of flukes - combat is no longer to the death. Combined with "no stacking", it really shakes the game.