Eschew Materials is far from being bulletproof. Material component cost in spells, is mostly given in case of minerals, gems and the like. This happens because those material have a pretty set/universal value, used as they are for transactions. That is not to say that when a material has no cost written next to it, has necessarily a cost of 1gp or less. Mercury, amber/crystal rods, a handful of crystal marbles, a miniature brass hearing trumpet to name a few... are materials without a cost next to them. The rarity, the craftsmanship, can easily increase the prices of those rare components beyond 1gp.
Ok.. a pinch of cat's fur... or a dead spider...or a pinch of sand... are easy to find. But lots and lots of components can easily cost plenty of money without being valuable themselves.
An eyelash from an ogre/rakshasa mage for example, is a worthless item by itself, but given the fact that its rare, and that its used for a powerful spell, can put it's price quite high. A merchant who is the know, is not gonna give such items for free.
Value is arbitrary. Gold is precious because its rare, In a world full of gold, gold is worthless.
In an average D&D world gold is rare, therefore valuable. Same thing happens with rare ingredients, even though they are not used in the every day life of a medieval world.
It's up to the DM to decide the value of such materials, without going against any rule.
A DM who wants to get the job done, can always find the way, even by RAW.
a hundred spell component pouches.
a hundred spell component pouches are useless without the components in them.
SRD:A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost*, divine focuses, and focuses that wouldn’t fit in a pouch.
*See above.
Also, Secret Page created backup/decoy spell books. Also, really good security measures. I don't want to give anything away, but Shrink Item combined with a generous quantity of lubricant makes something very hard to steal.
Ok... as there are ways to counter those...
That doesn't mean its not RAW.
Limited resources, expensive and lengthy magical research, can easily hamper wizards.
Regardless of spell gained per level (which is optional, but still RAW), the rules obliges you to do so for spells gained another way.
2 spells/level is good enough for a great degree of brokenness.
Not really. The wizard is not as versatile. He's gonna be good at some things, but pretty weak in many others. There are many holes he can't keep closed.
Don't forget that by the rules, it is up to the DM to decide which spells are available for research. And i'm not referring to phrases like "The DM can change any rule" found in the first pages of DMG, I'm referring specifically to spell research.
Just look at the sorcerer...
Sorcerers can have it even worse than the wizards. DMG gives the DM the option to turn a sorcerer's gaining of a single spell into an entire quest, by obliging him to learn spells from other powerful entities, who ask for something in return.
.......Rules Lawyering can work both ways...