First off:
Compared to yesterday, harvesting amounts have been changed in Gen2. This also affects mutagel, so you only get half of what you got until now. According to Mschmidi:
Quote
the reduction of the rates had already been announced, but the setting was not adopted on the technical side. By chance we got aware of it yesterday and adjusted it accordingly.
Genesis 2 changes
Keep that in mind as this is what I address here.
Until yesterday, mutagel dropped in multiples of x8 (x8, x16, x24, ...), now only in multiples of x4. So this halves the yield of an already quite rare resource. Before, I managed up to 10k mutagel in one hour, but that is also only when everything works out just flawlessly, with no other players around and doing the entire cycle from 1:30 to 0:00. Without tryharding its more around 6-8k for most people I would guess. So I will just use 8k as baseline here.
Example:
If you want to mutate all 4 stats of a giga line, you require 396 mutagen, which is 45'540 mutagel (with Lab, 52'800 with chem bench), which on the previous rates would require 5.7 hrs (or 6.6 hrs with chem bench, based on 8k per hour). Now that doesn't sound like that much, but remember this; You can only grind mutagel when the cycle is around , there are 8 different cycles, and the ingame day takes 1 hour. That means, throughout the entire day, there will only be 3 cycles with mutagel on average. And a player who perhaps "only" plays 4 hrs a day would hence only be there for one cycle every 2 days. Then that would already require nearly 2 weeks to get. And that is only assuming that you also do every cycle you then encounter, dropping anything else you may be doing or planning to do. On top of that, some people like to hunt for stats and breed, so it doesn't stop at a single breeding line. There are many, many creatures, getting mutagen for all of them would already have been a grind.
Now, this is effort is doubled. Meaning, mutagen on your giga line would require you on the example up above 11-13 hours of pure asteroid-hopping, and on 4 hrs a day gameplay 1 month of work. For a single breeding line, of a single creature, assuming you don't get any better stat after that you may want to mutagen again.
I completely understand the idea of a long-running server, and not having everything easy to obtain, and I for the most part agree with lowering the Gen2 Rates. E.g. Element harvest is utterly OP, even on x1, no question. But Gen2 is the only source for mutagen, hence it cannot throw the other maps out of balance in that aspect. And I think it was already low enough, considering the demand, the low-ish rates and the limited obtainability due to cycles.
Hence my suggestion to increase the rates for Mutagel only back to the how it was until yesterday, or alternatively reduce the crafting cost for mutagen in chem bench / lab.
Something like
HarvestResourceItemAmountClassMultipliers = (ClassName = "PrimalItemConsumable_Mutagel_C",Multiplier=2)
or
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_Mutagen_C",BaseCraftingResourceRequirements((ResourceItemTypeString="PrimalItemConsumable_Mutagel_C",BaseResourceRequirement=66.6,bCraftingRequireExactResourceType=false)))
I suppose
Thanks for reading 
Edit: A little addition: I also think that the mutagel rates as of now pose an imbalance when comparing it to the other resources considering the effort and grind required to get them. This is a x2 server, presumably to reduce the eternal resource grind to a manageable level. For example metal you can get like 500k - 1 million in a single hour. Compared to that, mutagel is in a completely different world.