IIRC, a lot of improvements will be implemented in the Food arc, and cropland/workers necessary for fortress production will almost certainly be among them. Personally, I'd like to see the various foods have different effects in regards to nutrition and overall mood. For example, let's say plump helmets remain largely as they are: Easily and ridiculously productive. A "field" no larger than a wagon, and worked by a single dwarf just a couple of times a season, can perpetually sustain dozens of dwarves. It's good that dwarves getting sick of a monotonous diet is already implemented, but suppose Toady went the extra mile & made plump helmets very low in essential vitamins & minerals--they're good for supplying basic caloric intake, but little else. So they're great for starting out--just dig out a tiny patch of mud & you're good to go--but as your fort develops, and your dwarves start to get sluggish from the lack of iron, niacin, & electrolytes, you're going to need to provide some vast fields for things like cave wheat & pig tails, which require the intensive labor of dozens of workers. But since the majority of this work (planting, harvesting, & processing) is temporary, only a few dwarves will be true Farmers, remaining in the field all year, clearing away weeds, blight, & pests. The main body of workers will primarily have other trades, migrating to the fields for only a month or so each season.