By scale I mean for example making smaller bricks or a bit squeezed/stretched ones for clamped brick wall material. So yes scale in UV space. in all involved patterns and noises in sync. Otherwise you mess the nature of details. It looks totally different , never same realistic if you scale just X Y in brick input pattern…
I meant the "transformation 2d" node. Or the "material transform" node. But I agree with poopipe - it sounds like you need to arrange your workflow in a more flexible way. The point of a material library is that it shouldn't contain any data that is locked to a specific mesh. It should just be 'concrete' not 'curbing'.
When you say "scale" do you mean in UV space? why not add a scale node and use that to scale the noise nodes? I also find it useful to split up your graph into smaller graphs that do simple functions. This makes it easier to make new graphs without having to re-do logic.