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You SHOULD care about hubs early. They're cheap for what they do. A Heating hub can cover ~5-6 districts at maximum, turning 25 material into 240 heat at a 100 worker cost.
The Air Transport hub is garbage for the reason you mentioned, but the stockpile hubs are pretty darn powerful. They give +60 workforce per district (and as mentioned, you can stack up to 6 districts on some locations, albeit realistically the limitations on which districts the different stockpiles apply to will see you with less). And cost NO maintenance whatsoever. No material cost and no heat cost, meaning they're also not influenced by temperature drops. They just cost the small install cost and the 100 workforce. So if you have the ressources and at least 2 identical districts, stockpile hubs are a (long-term) free workforce reduction. And also happen to give stockpile, which can be conditionally useful.
So my usual opener (and for Captain level, that kind of number crunching is needed) is to align the initial 5-6 settlement hubs in a star formation around an empty spot (for the first few temperature stages the adjacency bonus nulls any heat demands, so the heating hub is only needed once you start installing multiple heat-demanding buildings or temperatures drop by 3 levels), and then snake extraction districts to a spot that I can attach 2-3 industrial districts to, building the Material Stockpile Hub right away to immedeately get some workforce discount.
The heating hub is situational. If you have a ton of districts in one spot sure you can get value out of it. But you're also spending a ♥♥♥♥♥♥♥♥ in frost breaking to make that happen, your deposits probably aren't lined up for it etc etc. Much better to just get the adjacency bonus for generator + district for your early housing -- and if the map lets you, lining them up to take advantage of a later heating hub -- put the extraction districts wherever is convenient and then see about lining up an industry district near the heating hub for the housing districts.