Some notes about food production, I'll try to avoid the good advice already delivered for some other information/alternatives.
You can't stop dwarves from eating raw plump helmets. When they want one, they want one. You can stop them from being cooked, however. When a dwarf eats a raw, there's seeds.
Don't bother with Potash making. No, really. Just assign the two guys (Potash maker and Wood Burner) as farmers and let them help... and increase your farm size. If you're looking for absolute gains this is generally better (unless you've already got a team of 10 farmers, at which point you shouldn't need Potash without a mod) than fertilizing.
A single 3x3 farm won't get enough booze for a fort that size. I usually have 6 5x5 farms running by the time winter rolls in. Yes, they're slow, yes some food rots in the fields, but as more get assigned to farming (full forts for me usually have 5-6 full time farmers) they're quite effective and can usually handle another 6 5x5s on the surface for alternatives.
You need a single boozesmith, and until your stocks are at least 10-20x your dwarf population, he shouldn't have any other duties. Aim for 40x. Booze is quite possibly the most important resource in a fort. Dedicate a dwarf to it. The other restriction you can run into is barrels. Stone Pots, Glass Pots, and/or wooden barrels (shiver) are your best bets in that order. Stonecrafting is necessary, and make a large empty barrel stockpile so you can at a glance make sure you have enough on hand.
As mentioned, use the kitchen menu. It's under [z], same area you go to stocks. The difficulty of this menu is that unless something is available in your fort, you can't see it listed here (mostly because of the 32 billion meat pieces). Shut off seeds and booze for cooking, unless you're nearing 200+ seeds of something, then allow them to use it for a bit for meals (there's a DFHack option to help you manage that if you want to look into it, I just run manually). If you're using the herbalists as recommended, make sure you allow dimple dye seeds to be cooked. They're a great way to get some good use out of the dyes you'll grind up now and then (provided you have bags).
For food, the one crop you want is Quarry Bushes. Find a way to get bags in bulk, or just make them from plant fibers to level up a clothmaker. Those quarry bushes are an industry to themselves and are a huge food producing plant, between pressing the rock nuts and getting oil/paste from them and the leaves themselves. They're useless for booze, but it takes the pressure off your booze plants if you're not hunting.
Speaking of, and isn't mentioned enough here... hunt. Breed dogs/pigs/something. Butcher is your friend. The problem with booze is you need to convert your primary edible, Plump Helmets, into your most common booze, Dwarven Wine. Typically anyone with booze concerns isn't bringing in enough food to override the need of the dwarves, or they're just not building enough infrastructure.