It’s also less of a problem than it might appear on the surface. Yes, a first level party meeting 35 Kobolds is in very serious trouble, but what on earth are 1st level PCs doing wandering in the Wilderness anyway? Especially as it could have just as easily been Gnolls or Manticores!
As others have mentioned, it’s quite likely that a large group not in its lair will also be encountered over a number of rounds, and not all able to attack the party immediately.
However, even by the time the PCs reach 2nd level, they are far more deadly than an equivalent party in other versions of the game, in particular due to Cleave and Fighter-type damage bonuses. By the time they are 3rd and 4th level, they are capable of taking on (barring stupidity or abysmal luck) far larger groups of monsters with ~1 HD.
Some other equalizers a lower-level party needs to consider are, in no particular order:
Henchmen (even 0th Level Henchman make a big difference in a large combat, particularly if they can get in a couple ranged shots or attack from the second rank with…)
Spears (for attacking from the second rank; obviously more useful if you can limit your frontage)
Ranged attacks (as many as possible before closing; while monsters can use these as well, a lot of low level monsters have shorter ranged missile weapons)
War Dogs (for 75gp you get a close equivalent of a 2nd level Fighter; remember that War Dogs can Cleave, twice!)
Sleep (the tactical nuke of low-level spells, though of course not every low-level party has access to it)
Magic Items (items like Wands of Fear or Paralyzation, scrolls of spells such as Web, Fear, and of course Sleep)
Military Oil (when in doubt, burn it out; particularly deadly in a prepared ambush)
Surprise (a party who gains Surprise has a huge advantage in an ambush, but they can also hide and avoid an encounter entirely)
Morale (monsters are subject to it, and will often break long before they are wiped out)
Running (a party needs to be able to assess what their potential chances are, and whether or not it’s even worth hanging around to fight. The chances of a party Evading a much larger group in the Wilderness are actually pretty good, making running from 35 Kobolds a viable option)
Beyond all of the above, it’s important to keep in mind that just because the party encounters 35 Kobolds (or what have you) in the Wilderness doesn’t mean the Kobolds are interested in a fight! Philosophically speaking, they likely no more want to die than the PCs do. This is what Reaction Rolls are for, and a hugely overpowering group might merely demand tribute for safe passage.