it is Junk, the post apo. world should be full of Junk.
Indeed!
Yet it's not all the SAME junk.
To paraphrase Blarg:
The scarcity of junk can be interpreted to reflect the difficulty of finding the Right junk.
Still there should be a bit more.
Maybe have it be barter in caravan encounters. (10+Luck*1.5% of 0-3 junk in merchant inventory, with luck above 5 giving a chance that the 0 junk possibility is changed to a minimum of 1. Say 10% at Luck 6, 25% at Lk 7, 45% at Lk 8, 70% at Lk 9, 100% at Luck 10.
I designed the progression to go +10, +15, +20, +25, +30 (Non-cumulative). This is to make each Luck level have its own meaningful impact.
Also: Explorer, Scout, Ranger, Survivalist should all give bonus to chances and quantities of junk and electronic parts.
This would be an excellent compromise addressing the Scout Class, which obviously cannot be implemented due to the massive griefing potential. (A Hunter Class could be used for seeking enemies in similar way.)
Edit: Make Scout Class have 2 Paths, Hunter and Scav. Scav being the one that grubs for Junk and Electronic Parts.
Perhaps the first level is a generic Scout level that serves as "Introduction to Wasteland Resources", then the class branches into Hunter and Scav.
Best of all: bring back the Scrounger Perk, and make it work with junk and electronic parts.
A Junk Economy, lol.