My suggestion for balancing would be to move to a durability system. you could lower baited success % to under 100% that way the player is incentive to engage with the reducing health aspect of the mod and it remove the tedium of crafting a new cage for every capture. if you start with low durability for copper and move up with the higher tier metals it would give you a reason to make them. As of right now there is not really a point to spend the higher value metals when you can just bait copper cages.