Thanks Cairyn!
I got used to the naming convention in Maya, which attempted to be similar to naming in a program with scoping rules. Also, everything was a node. E.g., you couldn't have a light, material, and mesh with the name 'Floor' if they were all at the top level. We would use our own suffixes to clarify. FloorLgt, FloorMat, FloorGeo. This took time to do but in the end make it very comfortable to find and manipulate the things that made up a scene (project).
I see your point about the material represented in the material manager being a representation of all of the components/nodes that make up the material whereas the node representing the material itself just represents itself.
IMHO, your comment about use of multiple materials on a single mesh makes the case for consistent naming even stronger in c4d. Currently, when I look in the object manager at a mesh with multiple materials I see multiple tags with the same name, e.g., RS Material. I am certain I will give each tag a the same name as the material it represents.
I could get used to the node name for a material staying with its default name, e.g., RS Material, since by the time you get to the node editor up you know what you are planning to work on. But, I would really like to see tag and material-in-the-material-manager names synced.
G