Honestly, designer isn't set up very well to deal with scaling.
You have to manually set up functions to deal with this.
Generally speaking though, materials don't need to be very scalable. When you need a material at a different scale, you approach it differently. some details become more important, others less. When a material contains many tiles, it gives you more room for variation without causing obvious tiling as quickly, for instance.
If you do want to set up something scalable though:
Luckily, most noises scale linearly, so their scale can just be multiplied by a global "scale" variable.
Most filters also scale linearly, but you have to divide by this scale parameter instead.
If a filter has 2 inputs that are both scaled (a warp with 2 noise inputs for instance), its intensity has to compensate for both of those inputs. So, divide its intensity by scale^2 instead.